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Warhammer 40,000/9th Edition Tactics/Renegades And Heretics
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==Special Rules== As of the latest Imperial Armour Compendium and [https://www.warhammer-community.com/wp-content/uploads/2020/11/1qpk5gayVm5VmR4f.pdf] update (FAQ'd as of 17-12-2020), GW and FW have made sweeping changes to this army list, starting with the rules. *'''Covenants of Chaos:''' Hardest hit by the update. Gone are god-specific covenants, replaced by a special rule that all listed infantry in the list from Warhammer Legends get: every time a unit with this rule fights, charges or heroically intervenes, get +1 S to your attacks. Basically army-wide Covenant of Khorne now, and you will learn to like it. *'''True Believers:''' Replaces the Fanatic rule found on Disciples and the Renegade Command Squad, who now automatically pass attrition tests. Disciple squads ought to be positioned and use independent of a Commander or Enforcer, allowing those two to buff the troops and Marauders. Command squads however need to be close to the action so their banners can buff your blobs. *'''Avalanche of Muscle/Rage:''' Possibly a wonky typo creating an unnecessary and frankly illogical division. Beast packs and Ogryn Brutes have Avalanche of Rage, granting them +1 attack and strength on the charge. Plague Ogryns have Avalanche of Muscle, which only grants them +1 attack if they've charged, which doesn't really make sense considering the name. *'''Combat Stimms:''' Found on Brutes and Plague Ogryns. Give yourself +1 attacks at the start of the fight phase until the end of the phase, but roll a D6 and on a 1, you lose an Ogryn. Sadly not as abusable as it was last time and Ogryns already have a lot of attacks. This only comes into play if you really need to drub something to death, like if you get into CC with a dreadnought or a squad of hammernators. Even then, you should be weighing up the possibility of losing a guy each time you roll. *'''Minions of Chaos:''' FAQ'd and thank fuck for that. ObSec for troops with Renegades and Heretics or Unaligned keyword, no more ambiguity. *'''Daemonic Ritual:''' Got characters? I hope you do, because they get to summon Daemons! Instead of moving, you can roll 3D6 for one of your {{W40kKeyword|Characters}} and call up that many Power Levels worth of angry deepstrikers. Take a Mortal Wound if you rolled a double, or D3 if you rolled a triple. Generally you should be playing safe and using cheap, easy to summon units like Troops, beasts or small groups of Daemonic Cavalry. Most of the Greater Daemons are nearly impossible to get onto the field this way. The Lord of War Daemons (An'Ggrath, Zarakynel, Aetaos'Rau'Keres and Scabeiathrax) get a variant rule called Arch-Daemonic Ritual, where you roll 9D6, but your {{W40kKeyword|Character}} blows up if you roll a triple; this would've been so much better if it was a perils instead of mortal wounds or instant death, because it would've given Malefic Lords a purpose outside of casting Smite. Take an extra Renegade Commander if you're gonna do this, losing a 25 point model won't hurt too much.
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