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Warhammer 40,000/8th Edition Tactics/Renegades And Heretics
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===Unit Analysis=== All units below include the stipulation that 'Only one of this unit can be included in your army.' so unfortunately you cannot spam a horde of Hullbreakers to run around the field causing havoc. ====HQ==== *'''Vulgrar Thrice Cursed''': A lummox of a mutant with 6+/5++ (and Disgustingly Resilient of course), 4 attacks, 5 wounds, and 5" movement. He allows all Gellerpox Infected near him to re-roll hit rolls of 1 and penalizes enemies within 6" with Ld -1. His belly flamer gives him a little bit of defense against enemies trying to charge him, but he should rely on his Fleshripper Claws more often than not (essentially a D2 Power Axe). If he dies anyway, don't forget about Fiery Demise for one last "fuck you". ====Troops==== *'''The Vox-Shamblers''': These guys have profiles similar to a Poxwalker's, but with better WS and T, a 6+ armor save, -1AP on their melee weapons, and access to Frag Grenades. More importantly, their Gellercaust Masks grant them a 5+ invulnerable save and allow them to inflict a mortal wound on anyone who attacks them in the Fight phase if they roll an unmodified 6 for their save. *'''Glitchlings''': What Nurglings would be like if they weren't Swarms. Like Nurglings, they've got Daemonic for 5+ invulnerable saves but suffer from Squishable and can re-roll 1s to wound from their attacks. Instead of Mischief Makers, they get Weapon Glitch, which imposes a -1 to hit to all ranged attacks made against them. Machine Glitch lets them act as the closest thing the Gellerpox Infected have to anti-vehicle damage, but odds are they won't last long after using it. ====Elites==== *'''The Hullbreakers''': Your heavy hitters, each of which have an AP-2 D2 melee weapon (Gnasher-Screamer's also re-rolls failed wounds), S/T of 5, 3 attacks (4 for Gnasher-Screamer), and 4 wounds. Unfortunately they don't have any kind of invulnerable save, but they do get Vulgrar's Ld debuff and Twisted Blessings can keep them alive. ====Fast Attack==== All of these share the Mutoid Vermin rule, which causes them to not take up a slot if Vulgrar is in the same detachment as they are. *'''Eyestinger Swarms''': Wimpy and somewhat unreliable due to having d3 attacks, but 10" speed is blazing fast for anything related to Nurgle and they auto-wound on a hit roll of 6. Despite only having a 7+ armor save, they are deceptively resilient because they force a -1 hit penalty against everything that attacks them and restore a slain model at the start of every turn. *'''Cursemites''': Not quite as speedy as the Eyestinger Swarms, but 8" is still respectably fast, especially since they re-roll failed charges and can make a 6" move when consolidating or piling in. Additionally, their Bloodsucking Proboscises cause each hit roll of 6 to act as 2 hits. *'''Sludge-Grubs''': The slowest of the Mutoid Vermin, but compensates with better Strength, AP-1, and the possession of an actual ranged weapon. When killed in the Fight phase, they have a chance of inflicting mortal wounds on their attackers.
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