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==Supplements== ===Haemonculus Covens=== [[File:Haemonculus Covens Cover 7e.png|300px|right|thumb|]] *'''Power From Pain''': The Covens lack a lot of units to use it. Thus, it got a bit of a change-up to help the Coven Units, which tend to run a bit differently from the others with their stock FNP. # None # Fearless (do not forget to Go to Ground on round 1) # Fear # IWND # Replace Fearless with Zealot # Eternal Warrior ====Covenite Coterie Detachment==== A radical shift from Champions of Fenris and Waaagh! Ghazghkull, this detachment does far more than just change up FOC. This one also locks in what you can pick to the following: Haemonculi, Urien, Wracks, Grotesques, transports, Talos, and Cronos. You are also locked into taking 2 Elites and 2 HQs, with options for 4 more HQ, 6 more Elites, and 4 HS slots. For following along, you get a re-roll on the new warlord traits and anyone within 12" of any unit in your army gets -1 Ld. ====Warlord Trait==== # '''Master Artisan''': Talos and Cronos within 12" re-roll FNP rolls of 1. # '''Master Regenesist''': Warlord and the Grotesques he joins get IWND. OH FUCKING HELL YES. # '''Master Symphoneus''': +/-1 from Reserves. Not bad, but...not that astounding. I mean, the other book gives you re-rolls on everything meta. # '''Master Epicurean''': If your warlord dies from AP2/1/ID, you get d3 suicide victory points to troll around with. If you join a transport and get blasted by melta or flamers, then laugh at their confusion and rage as they begin strangling you from across the table. Especially if you use this against Fire Dragons that total it without blinking. # '''Master of Apotheosis''': Warlord and his Wrack squad get 4+ FNP, which is pretty cool. # '''Master Nemesine''': Warlord gets Preferred Enemy. A definite step up from the original WT with Hatred. ====Diabolical Playthings==== *'''Syndriq's Pump''': The [[Genestealers|Ymgarl Factor]] for Haemonculi, you gain one power per turn, with options for spammage: Fleet, IWND, Poisoned (4+), or Rampage. Pick the one that doesn't belong and choose the other three (HINT: You can't grab Incubi). Funny thing is that the rules don't force you to take a different rule each turn or limit to once per game. Spam like fuck. *'''Vexator Mask''': A massive threat in challenges, this nerfs anyone in a challenge by -5 Initiative! Jeez, this is awesome! Sad thing is that Haemonculi are just not meant to be in challenges as most duelist HQs can handily deal with them and anything with Unwieldy (like a Powerfist/klaw or a Thunder Hammer) won't give a shit. But good against other eldar and Slaanesh characters who need their high initiative. *'''Orbs of Despair''': Special S1 AP2 grenades that inflict ID on wound. Expensive and risky to throw, but awesome to see working. *'''Khaideshi Haemovores''': You get d6 bonus S3 AP- attacks at I10 that gain no other rules and give you a bonus pile-in. Nothing too remarkable. *'''The Panacea Perverted''': Copied from [[Lady Malys]]' bedroom collection, this gives the user 4+ IWND. FUCK YES! As a bonus, it forces any poisoned attacks against him to wound on a 6, which makes him a total nightmare against other Dark Eldar or Nurgle armies *'''The Nightmare Doll''': A frighteningly expensive tool, this gives you a +1 on FNP. It also gets to negate the first ID wound you don't save, but breaks after that. Decent security, but if you're getting hit that hard by something, chances are that you're fucked anyway. It is however hilarious against models with rules like "6 to wound is ID" (use it against Kos'arro Khan and laugh hysterically)
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