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===Daemonic Loci=== Now Heralds may take a special upgrade called a Locus, giving a special bonus to themselves and any unit they join. Unlike most things in the book you can actually choose which one you want, although there are limitations based on the herald's allegiance. ====Khorne==== *'''Lesser Locus of Abjuration:''' Gives Adamantium Will to the unit for a 5+ Deny the Witch! save. Honestly, it's probably not worth it, if just because the most powerful psychic powers are almost all buffs, which aren't affected by DtW anyway, plus the Greater and Exalted Loci of Khorne are generally more useful for your purposes (which is killing things). Still, it's cheap and, if you think you'll go up against an army (like Chaos Daemons ja ja) that could spam offensive psychic powers, it might just be worth it. *'''Greater Locus of Fury:''' RAGEEEE!!! This little Locus is essential on Bloodletters, being the cost of two Bloodletters but boosting their melee punch far more than that. It's not as good on other units, since they generally have plenty of attacks to begin with, considering it's only five points less than the Exalted Locus. *'''Exalted Locus of Wrath:''' HATRED (against EVERYTHING)!!! It's 5 points more than the Greater Locus, but this one is far more useful to Khornate units that ''aren't'' Bloodletters, since they have more attacks anyway. That being said, this shouldn't be considered absolutely necessary; it's a neat boost, but it also requires a (comparatively expensive) Herald to run with the unit. This is especially good with the new formations which allow units to be affected by more than one Locus. A unit of flesh hounds from the Murderhoarde formation combined with a Herald (exalted locus) and Karanak (greater locus) would have both rage and hatred. ====Nurgle==== *'''Lesser Locus of Virulence:''' 6s to Hit always wound on a 2+. Adds a bit more punch to your plagues, alright for 10 points. *'''Greater Locus of Fecundity:''' Feel no Pain. Makes Plaguebearers who are in cover harder to crack than terminators, or better yet, there is nothing against a herald with this joining up with the Beasts of Nurgle, Toughness 5, 4 Wounds, Shrouded, It Will Not Die, and Feel no pain? that's a nightmare to try and kill! *'''Exalted Locus of Contagion:''' 6's to Hit generate an additional hit that always wounds on a 4+. Go kill some MCs. ====Slaanesh==== *'''Lesser Locus of Grace:''' Move Through Cover. Good on Slaanesh cavalry and chariots. *'''Greater Locus of Swiftness:''' +5 Initiative (WHAAAAAA...?) *'''Exalted Locus of Beguilement:''' Reroll all failed to Hit rolls, the opponent must always accept your challenges and YOU decide who accepts. ====Tzeentch==== *'''Lesser Locus of Transmogrification:''' When a Pink Horror is slain, the unit gains d3 Blue Horror tokens instead of one. It's a cheap, melee gimmick. Since your Horrors shouldn't be in close combat anyway, it's probably rarely a good choice, but if you have a few more points to spare, it could be useful. *'''Greater Locus of Change:''' The whole unit's Strength is randomized (1d6) at the start of each turn. This cannot end well. **On the other hand, Tzeentch stuff only has a strength of 3 anyway, so on a 4+ you're getting better, on a 3 you're normal, and on a 1 and 2 you're screwed, so the odds are in your favor. If you think you might need to assault with Horrors, consider this one. *'''Exalted Locus of Conjuration:''' +1 Strength to all Psychic Powers. Pretty straightforward.
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