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==Minions, Thralls, and Allies== Choosing Minions, Thralls, and Allies should have you looking for fighters that either synergize with your already inherent strengths (High movement, High damage) or offset some of your weaknesses. For Cypher Lords, you could really do with some strong defensive Allies who can hold objectives and soak up damage, as your defensive capabilities are almost non-existent. Allies with solid ranged attacks are welcome as well. As a Chaos Warband you can only ally with Skaven, Slaves to Darkness, Beasts of Chaos, Khorne, Tzeentch, Slaanesh, and Nurgle. Below are some interesting options: *''''' Chaos Sorcerer Lord''''': He offers a solid ranged attack and a surprisingly high amount of wounds for a caster(25). His '''[Double] Daemonic Power''' grants a target within 8" +1 to Strength and Attacks until the end of the battle round. You can combo this with '''[Double] Onslaught''' or '''[Quad] Rampage''' to increase your already high damage potential. *'''''Slaughterpriest with Wrath-Hammer and Hackblade''''': A beefy fighter with a strong damage profile. He also has a boatload of wounds (32) and can be used to sit on objectives. But the real reason we take him is for his two abilities. '''[Triple] Bloodbind''' targets an enemy in 14" and then forces them a number of inches equal to this ability directly towards the Slaughterpriest (it "pulls" the target closer to him). This ability can set up the rest of your fighters for some absolutely ridiculous combos. Combine this with '''[Triple] Shadowy Recall''' and you can completely flip an objective point (pull an enemy fighter off an objective and then teleport one of your minions onto it and you can completely flip who holds an objective with two activations). Use it on a 5-6 and you can effectively isolate a high-value target and kill it before help arrives. It's uses are varied and it synergizes well with our other movement and board control abilities. '''[Triple] Bloodboil''' is an awesome straight damage effect which targets an enemy fighter within 14". Roll dice equal to the value of this ability and for each 4+ deal d3 damage. He does what the Chaos Sorcerer Lord does, only better. Save a wild dice and use it to turn a double 5 or 6 into a triple and you can reduce fighters to half health or more if the dice go your way. He also has access to '''[Double] Blood for the Blood God''' which grants himself a bonus move or attack action after taking down an enemy fighter. Situational, but it can be useful. *'''''Aspiring Deathbringer''''': If you're looking for a Fighter who can just sit on objectives and kill anything that dares challenge him for it, look no further. This dude packs in a massive 5 attacks at strength 5 for a 2/5 damage profile. He has a load of wounds (30) which means he's going to stick around for a while. What makes him even more ridiculous is his ability, '''[Quad] Slaughter Incarnate''' which grants half the value of the ability (rounding up) to all damage points from both hits AND critical hits to ALL fighters within 8" of him. Turn a 4+ Triple into a Quad and combo this with '''[Double] Onslaught''' and you can potentially one-shot most mid-cost Fighters and severely cripple others within one activation. He is pricey at 200 pts., but he fills the tank role your other fighters can't fill while offering a powerful aura ability. *'''''Lord of Blights''''': A Toughness 5, 35 wound fighter will a decent damage profile. If you want a beefy tank, this is your guy. He also has a voodoo-doll like ability in '''[Double] Thrice-ripened Death's Head''' (roll a dice for an enemy in 6"; on a 4-5 deal 1 damage; on a 6 deal ability value damage). For 200 points he's not cheap, but if you need a solid tank, this is your guy.
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