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====Forge World==== *'''Relic Contemptor Dreadnoughts (Forge World):''' While Dark Angels now have access to the "standard" Contemptor Dreadnought. It lacks the options of the relic version. Two more wounds compared to the standard Contemptor, ignore wounds received on a 6+ AND have a 2+ save, but Attacks also degrade with damage now. You also get access to way more options than any other Dreadnought. For your convenience, they're all listed below: **'''Fist Weapon Options''': We get access to Storm Bolters, Heavy Flamers, Plasma Blastguns, and Graviton Blasters now. Plasma Blasters are Assault 2 plasma guns, and the graviton blaster is just a grav-gun with a different name. It's also worth mentioning that Relic Contemptor Dreadnoughts have the ''Unstoppable Fury'' rule, while allows them to reroll 1s to-hit if they are armed with two melee weapons, but doesn't specify in which phase. So you have less concern about overcharging your plasma weapons now that you hit on a rerollable 2+. Combine two of these with the Weapons From The Dark Age stratagem and you'll be have a lot better shooting than you'd expect from a melee Dreadnought, perfect for softening up vehicles before you charge or killing off high wound infantry or characters. **'''Chainfists''': Contemptor Chainfists gain +1 Rend, and +1 damage over a normal DCCW. Overall a solid upgrade that lets them do terrible damage to both vehicles and monsters. It's a must-take for all purposes. Better yet, give it 2, because it re-rolls to hit rolls of 1 whenever it has 2 melee weapons. So much for Blood Angels getting a monopoly on double-fisting Dreads, huh? **'''C-Beam Cannon''': The new Heavy Conversion Beamer is a single shot weapon that starts at S6 AP-3 that does D3 damage. It also gains +2 points of strength and +D3 damage after each 24" bracket of distance, totaling [[Awesome|S10 AP-3 3d3 Damage]] at anything over 48" range. If ''a model is removed from play as a result of wounds caused'' it will then automatically trigger 2d6 extra auto-hits on the target unit at S6 AP0 D1. Generally speaking, this weapon suffers the exact same problem as the Vindicare Assassin, with a crippling downside that the Contemptor MUST remain stationary for the entire turn in order to use it. It cannot be stressed enough that this thing really '''<u>NEEDS</u>''' the range, though firing it at infantry squads has a good chance of killing a random mook and triggering an average of seven further S6 hits, which is still better than a twin heavy bolter. Against single model units (like vehicles) at the full range the initial hit will likely knock the crap out it, wounding it on a 2+ or 3+ depending on its toughness and generally reducing its save to 5+ or worse but since you've now killed the model, those additional hits will be wasted. Since it won't be going anywhere in a hurry. You may as well take two of them. ***If stationary Grim Resolve allows "Dreadnoughts" to re-rolls 1s to hit. **'''Twin Heavy Bolters''': Don't bother. The Kheres does everything it can, but better, albeit at a shorter range. **'''Kheres Assault Cannon''': Six shots at S7 AP-1, so is better than the twin heavy bolter at virtually anything. Its only real limitation is its 24" range. **'''Twin Autocannon''': Identical to the one on the normal Dread. Not bad, but you didn't take one of these to field something other Dreads could take. **'''Twin Lascannon''': Pop vehicles open without having to get into melta range. Probably better on the Contemptor Mortis, though. **'''Heavy Plasma Cannon''': Might be a little better against multi-wound units, and unlike the Contemptor Mortis you can always try to negate the mortal wound you get if you roll a 1. **'''Cyclone Missile Launcher''': Per the FAQ, can take one of these, but it's 50 points for two missile launchers at only 36" range - two actual missile launchers would cost you 50, and have 48" range and the ability to split fire if you wanted. But it doesn't replace an arm option. It pairs best with dual Plasma Blasters, two Assault Cannons or twin Autocannons. *'''Relic Deredeo Dreadnought:''' The end-all solution to your dakka-Dread needs, for when even the Contemptor Mortis won't cut it. Its armor save is slightly worse than the Contemptor's at only a 3+, but to compensate it has 2 more wounds and its invulnerable save rises to 4+ in the Fight phase (but why are you in melee in the first place?) on top of the built-in smoke launchers. For guns, you have the Anvilus Autocannons (8 36" autocannon shots with +1 S) for mulching infantry, the Hellfire Plasma Carronade (5 overcharged plasma gun shots which deal 3 damage each but cause mortal wounds on a 1) as the generalist option, and the Arachnus Lascannon Battery (2 S10 AP-4 D6 Damage shots that deal an extra mortal wound on 6s) for taking out vehicles, and also chest-mounted heavy bolters/heavy flamers. Don't bother upgrading to heavy flamers. While auto-hits are good, the Deredeo should be as far away as possible. It should be shooting things, not tied up in melee. It can supplement the main weapon with either an Aiolos Missile Launcher for extra fire support or an Atomantic Pavaise to give everyone within 6" of itself a 5+ invulnerable save. The latter works great with Devastators or other long-ranged units that can help support the Deredeo's firepower. The 8th edition is kind of a mixed bag for the Deredeo. While 8 shots at BS2+/3+ on the move with the Anvillus sure are great, the 12" range reduction is very painful, especially for the plasma carronade. 24" max means it will be in range of most weapons in addition to the risk of losing wounds which is very probable at 5 shots per turn. So it is advised to have a reroll/repair character nearby should you go for the plasma option. **Combining the Hellfire Plasma Carronade with the stratagem Weapons from the Dark Age means that those 5 shots that were doing 3 damage, are now doing 4 damage a shot. It's to the point where this thing effectively causes Land Raiders to shit themselves as a good turn of shooting (Bring the Lieutenants for those re-rolls to wound, Grim Resolve helps with the To-Hits.) could take them out with a single volley. There's no longer any reason to select the other weapon options as the stratagem will easily outclass their best results. *'''Deimos Pattern Relic Predator''': Take a Predator, give it an extra wound, and slap a Plasma Destroyer on it as its turret weapon, and you have one of these tanks. The Plasma Destroyer itself can't be overcharged, but with the same number of shots as the basic Predator Autocannon and 2 Damage, it doesn't really need to be. While it can swap out the plasma destroyer for the standard Predator guns, that's a waste of its options. Instead, you should use its unique options: the Conversion Beam cannon to make it a hard-hitting artillery unit, the Magna-Melta for close-range anti-vehicle firepower, and the Infernus cannon for a double dose of heavy flamer goodness. *'''Relic [[Javelin Attack Speeder]]:''' The poor Deodorant Tanks got a huge nerf in 8th edition. For the most part, these fulfill the same role as before, that of a Heavy Land Speeder. [[lolwut|But they lost the twin-linked rule on their Missile Launchers'''(WTF)''']]. They even lost their trademark Outflank ability. Overall this turned what was already a mediocre relic slot item, at best, into a shitty tool that's worse off than a generic land speeder. *'''Relic [[Sicaran Battle Tank]]:''' The Sicaran has transitioned smoothly into 8th ed, retaining its status a high-speed menace. With a big 14" move, T7, 14 wounds, and 3+ Save it falls in between a Predator and a Land Raider in terms of size and durability. It's armed with a nasty twin accelerator autocannon which has a couple of neat tricks. It fires at 48" Assault 8 S7 AP-1 D2, suffers no penalties to its hit rolls when attacking flyers, and a to-wound roll of 6 increases the AP of that hit to -3. It's also armed with a single Heavy Bolter and can grab 2 sponson-mounted Heavy Bolters or 2 sponson-mounted Lascannons, a hunter-killer missile, and a pintle-mounted Storm Bolter if you crave more dakka. The Sicaran is a useful anti-air unit in a pinch and is well known for its ability to counter skimmers. Make good use of the Assault rule on its main gun by zipping around and firing while advancing. *'''Relic Sicaran Venator Tank Destroyer:''' The Venator trades the regular Sicaran's quantity of anti-skimmer shots for vehicle annihilation; even if a tank survives the Neutron Pulse Cannon's S12 AP-4 D6 damage hits (all 3 of them), it'll have all its shooting rolls reduced by 1 for the turn, which can make life very difficult for vehicles like Executioners or Tau vehicles with Ion Cannons. Additionally, it doesn't get penalties for moving and firing its heavy weapons. *'''Relic Sicaran Punisher Assault Tank:''' A new flavor of Sicaran, its draw is the Punisher Rotary Cannon- 18 Heavy Bolter shots guaranteed to make any hordes within 36" hate life. And if you don't move that turn, it re-rolls all to-hit rolls of 1. Enjoy making Orks and Tyranids cry. *'''Relic Whirlwind Scorpius:''' The Scorpius is set apart from the basic Whirlwind by its Scorpius Launcher (and its occupation of an Elites slot, not a Heavy one) - while it has only half the range of either of the Whirlwind's rocket types, 3d3 S6 AP-2 D2 shots is still plenty to threaten hordes and light vehicles alike. And as an added bonus, it can fire twice in a shooting phase if the Scorpius hasn't moved in the movement phase. *'''Relic Sicaran Arcus Strike Tank:''' Another Sicaran variant, this one is armed with a rotary missile launcher. Though 24" is a bit short-ranged for a vehicle weapon, it's still Heavy 2d6 with S5 AP-2 D1. And not only does it negate cover saves, but it also deals an extra mortal wound to INFANTRY units on a 6+ to wound. If you're forced to fight an extra large horde, it can switch its weapon profile to Heavy 4d6 at the expense of not being able to fire its missiles until after the end of the next turn. As a result, taking the heavy bolters/lascannons and the storm bolter is a good idea to ensure it doesn't render itself defenseless after a missile massacre.
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