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==Special Rules== ===Demagogue Devotions=== A single Renegade Command Squad may pick a specialization for your Renegade Demagogue which has a sweeping effect on the options the rest of the army gets, but if you select one then it forces the character to become the army Warlord (hence why only one can take it). It is not compulsory for you to take one so you can have allied detachments without Devotions if you just want to use the generic army list. *'''Primaris-rogue Witch''' - the Demagogue becomes Psyker Lvl 1 (+25 pts upgrade to get to lvl 2), and can take powers from Malefic Daemonology, Biomancy, Pyromancy, Telekinesis and can take Rogue Psykers Covenants as Elites as well as HQ. However, Demagogue with this devotion can not take the Covenant of Khorne (Special Rules Section for details). Also becomes Fearless. *'''Mutant Overlord''' - Demagogue's army must contain at least two of the Mutants Worker Rabble units and can take a single unit of Renegade Chaos Sp-... Since I'm the only reader of 1d4chan with this wicked book, willing to re-write this article, I won't finish the sentence. Ahem, a single unit of those things as a non-compulsory troops choice. In addition, player can upgrade Ogryn Brute squads with Curse of Mutation for 15 pts. Demagogue with this devotion also grants his Command Squad Curse of Mutation (handy if you roll a lot of 1's for your cannon-fodder, er, Mutant Rabble squads), and rolls three times on the following table (Only one characteristic is amplified per roll): **'''1''' - Reduce Demagogue's I or A by -1. If rolled again, re-roll. **'''2-3''' - Add +1 to Demagogue's WS or BS. **'''4-5''' - Add +1 to Demagogue's S or T. **'''6''' - +1 to W, and model becomes Slow and Purposeful and Bulky. If rolled again, re-roll. ***Alternative opinion: Or you could ignore the random spawn hate and enjoy a super discounted unit of chaos spawn-oh shiiiiiiigibblegrubleshdgcydvaaaaaaargh! *'''Master of the Horde''' - basically, Send In The Next Wave from Imperial Guard. Whenever a Renegade Infantry Squad numbering at least 15 models gets destroyed, roll. On a 5+, identical one is placed in '''Reserves''' (<s>would be so much better if they had written it as being put into ''Ongoing'' Reserves, but [[Forgeworld|Forgeworld]]...</s> Forgeworld indicated with their FAQ that it is ongoing reserves, so yay!). It has all of the upgrades of the previous unit, but no Dedicated transport ''(unclear as to whether or not attached Enforcers return too, but we would lean toward not, as they strictly weren't bought as part of the "unit")''. If you pick this devotion, you '''must''' have at least two Renegade Infantry Platoons, but the max capacity of each Renegade Infantry Squads increases to 30. WAIT! forge world has confirmed via email that destroyed squads do indeed enter ONGOING RESERVES so drown your enemies in as many corpses as your wallet can muster! *'''Arch-heretic Revolutionary''' - Demagogue gains Zealot, and can take Covenant of Chaos at no additional cost. Any unit of Renegade Infantry or Veterans can be upgraded with Fanatic special rule for 20 pts. Renegade Enforcer cadre can take up to 10 Enforcers. While the Zealot rule and an army of "fanatics" is cool, this falls rather flat, instead of taking this 20 point upgrade most squads can take a Chaos Sigil for 5-10 which gives them pseudo fearless so long as the bearer is alive. Can be a practical primary detachment upgrade, since it allows your Warlord to have two Covenants of Chaos (one is granted from this specialization, without actually giving the "Chaos Covenant" special rule.) and thereby double up on Master of Renegade exclusives. *'''Heretek Magus''' - Old school IG mechanicum discipline-- gives bionics to almost the entire army. Much easier to think of it as the Nurgle Value Meal: Demagogue gains +1 T, 3+ armour save and gains FnP(6+). His army can take Defilers as HS and Decimators as Elites. Most of infantry units (humans, no ogryn or mutant) can get FnP(6+) for the whole squad for 10 pts, halving the cost of taking a Nurgle Covenant for most and ensuring the squad will have it to the last man. Works especially well if you want a "Nurgle" cult leader as well as Marauders. *'''Bloody-handed Reaver''' - Renegade Imperial Guard option. Demagogue gains Refractors Field and krak greandes for free, and can replace his guns with hot-shot equivalents. All army is forced to get Militia Training. Infantry Veterans can be upgraded to Grenadiers, gaining increased BS and replacing their guns with hot-shots. Tempestus much? (if you do this use converted krone bloodbound, Blood Warriors) Any infantry unit in the army, except for ogryns and Spa... you know them, can get flak armour for 10 pts flat per unit. 50 heads of Mutant Rabbles with 5+ armour for 10 pts? Why not? ===Warlord Traits=== # '''Fanatical Convert''' - if any friendly unit with Uncertain Worth is destroyed in 12 inches, controlling player rolls die. On 5+, he gains a VP, like a sacrifice. Fluffy! Hilarious potential with Master of the Horde, even better with the Unending Host detachment. # '''Iron-Fisted Tyrant''' - at the start of any turn, player can choose to remove D3 models from warlord's unit from play. In response, any fleeing unit with Uncertain Worth rule on the map may regroup without Ld check. This is really stupid if you took a Min-Size unit for your HQ, since you could execute one of your important dudes. Solution, max out the squads and show them cowards who's boss! Note that the Demagogue is an IC, so he's perfectly capable of being shoved into a 50 strong unit of mutants to make full use of this trait. Attach to Plague Zombies for extra hilarity. # '''Prophet Of Doom''' - at the beginning of ''any'' game turn, even opposing player's, warlord can choose to influence a single reserve roll, forcing it either to succeed on 2+, regardless of modifiers, or succeed only on 6+, regardless of modifiers. Funny way to scramble your enemy's reserve or boost your own. Works well with Daemons, as you can summon them when you want, and others will Deep Strike at the Icon. #'''Artisan of Death''' - if the warlord is engaged in CQC, but not in base-to-base contact with the enemy, he can forfeit all of his attack to make a single S3 AP2 Poisoned 4+ attack against any enemy in 3" in the same combat (even challenges). #'''Blasphemious Iconoclast''' - once per turn, one squad in 12" can roll additional D6 and choose the best one when rolling on the building damage table. Dark Gods cackle at this one. #'''Soul-scarred Terror''' - on initative step 1, roll a D6 for each model that is in the base contact with the warlord. On 6, that model suffers a wound. Warlord also gains Fear USR. ===Squad/Unit Rules=== *'''Uncertain Worth''' - every unit except Marauders, Ogryns and psykers have D6+4 for their leadership value, determined on the first time they have to roll for morale. Enforcers are now a source of reliable Ld only theoretically. *'''Curse of Mutation''' - units with mutations roll once before deployment for the effects. Each one has a downside, but some are better than others. **'''1-2 Horrific Disfiguration''' - unit gets Fear and '''Friendly''' units without the Curse of Mutation special rule in 6" have -1 Ld. only really bad if you aren't running a Mutant Overlord Arch-demagogue, or aren't using Chimeras or other transports to move your more squeamish troops. And you can always use a WoM as insurance. **'''3-4 Unnatural Senses''' - Acute Senses & Scout for outflanking goodness, but they treat all blast, barrage and heavy weapons as having the Blind special rule. Yes, blinding can reduce them to WS/BS1 if they get hit by heavy weapons every turn, that's only down from two, so not a big deal. **'''5-6 Horns, Claws and Fangs''' - unit gains HoW USR and has +1 S for HoW attacks. However, they must declare assault when there's an enemy unit in 12", only really a downside if they were at extreme range and suffered needless overwatch. *'''Chaos Covenant''' - All units with a squad leader ''(Except Marauders)'' may pick a Covenant. It spreads to the whole squad if at least one model has it, so it's extremely cheap in horde armies, but they lose the Covenant if the character dies. Unfortunately it's not available to Enforcers but squads will likely have one anyway (and that could confer more than one Covenant). If your army's warlord is an Arch-Demagogue, you can also unlock additional units for purchase. **'''Covenant of [[Khorne]]''' - may re-roll To Wound in the first round of any combat. Allows to include a single squad of Blood Slaughterers as Elites. **'''Covenant of [[Nurgle]]''' - Gains FnP (6+). Doesn't work well without armour. Can take a single unit of Plague Zombies as Troops and/or a single Unit of 1-3 Blight Drones as one Elites Choice. **'''Covenant of [[Slaanesh]]''' - Fleet. Unlocks a single squad of [[Noise Marines]] and/or a single Sonic Dreadnought as Elites. TURN UP THE VOLUME! **'''Covenant of [[Tzeentch]]''' - Snap shots are made at BS 2 instead of 1. Allows to unlock 0-3 Renegade Spawns as troops, but they can not be taken as compulsory two Troops choices in FoC. The gribblies are questionable, but snap firing at BS2 is big for an army where most of your guys are shooting at BS2 to begin with. Have your heavy weapons go to ground for improved cover saves (they're going to be better than your armor would be anyway) with no downsides. This is probably the best option for most of your guys, though your Arch Demagogue should take one of the others since they unlock better units. **'''No covenant''' - unlocks 0-3 Renegade Marauders as Elite slot. *'''Fanatic''' - units with this roll an additional Ld die and pick the highest for Uncertain Worth. *'''Aura of the Witch''' - this unit has 5++ and fear, but can not join a squad or become a Warlord. ===Wargear=== *'''Militia Training''' - available to nearly all units in the army list, including vehicles. For 10 pts, BS (and WS if applicable) is increased to 3. Starting BS of most of the army is 2, but that is a great thing - you won't have to pay for unused BS on pieplates! And literally everything is cheaper, compared to Astra Militarum. *'''Banner of the Apostate''' - only available to the HQ command squad, it does the normal banner thing of adding +1 to combat resolution for the squad. *'''Banner of Hate''' - units in 12" roll 3D6 for Morale and pick the best two. *'''Carapace Armour''' - Most characters and some veteran-type squads (Veterans, Command) can take this option at 5 points for champions, 20 for units. It may be worth it if you want to keep your Covenant going that much longer or you have a unit in the open survive a hail of bolt-shells. *'''Sub-flak armour''' - units start with no armour, and can buy 6+ armour for flat costs of 5-10 points for whole squads. Not strictly an essential purchase since most common weapons would ignore this straight up, just another way to keep your units cheaper. *'''Chaos Sigil''' - unit may ignore first morale or pinning test it fails in each game turn. Note that it says "game turn". for only 5 pts it's definitely worth taking. *'''Refractor Field''' - 5++ for your Disciple/Command Squad champ. *'''Vox-casters''' - While Renegades get vox casters like in the Imperial Guard, they definitely do not work the same way, but are no less important as they grant you a re-roll to generate your random leadership. For 5 points you probably want one in every discrete unit. There is also Command Net Vox that is the same thing + allows units in 12" use carrying unit's Ld. *'''Combat Drug Injectors''' - may be turned on before charging to get Rage, but must pass a majority Toughness test at the end of Assault Phase. If failed, remove D3 random models. It should be noted, that it states "majority", so enforcer with CDI gives Rage to the whole squad he is in.
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