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==Boarding Actions== The Arks of Omen books introduced a variant play mode for the games based more upon fighting in the close confines of a space hulk. While the core gameplay is unchanged, there's plenty more that did get changed, primarily involving detachments and cover. *You can only use the Boarding Patrol detachment for games. *Rather than entire parts of the board, players can only deploy squads within allotted zones *Players only get 1 CP, which they can only use on specific stratagems. *Models cannot shoot through or walk through walls. While they can walk through hatchways, models can only fight others within 2" of the hatchway. **These restrictions still apply on weapons that can normally ignore cover, such as grenade launchers. '''Actions''' *''Secure Site'' - Unlike with the main game, you need to spend an extra action to cap an objective with your ObSec units. Objectives capped in this way will remain capped until someone uncaps it. *''Set Overwatch'' - Instead of spending a CP, you can instead spend the rest of a unit's action in order to fire overwatch. Some units can hit on a 5+ if they can Hold Steady. *''Set to Defend'' - Spends a unit's action in order to prepare for a charge and gain +1 to hit on the following fight phase. *''Operate Hatchway'' - Spend an action to open or close the hatchway. If an enemy is within 1" of the hatchway, both you and the enemy can roll a d6 and add one model's Strength score to see who wins. ===Stratagems=== Your list of strats is cut down to an EXTREME degree, with only the ones listed for Boarding Actions available. The following are only the universal ones: *'''Command Re-Roll (1 CP):''' Same as ever, dependent as ever. *'''Counter-Offensive (2 CP):''' After an enemy fights, you can spend this to have one of your units fight next. *'''Insane Bravery (1 CP):''' Single-use. This unit can auto-pass a morale check. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Imperium Stratagems==== <div class="mw-collapsible-content"> <u>'''Astra Militarum'''</u> <tabs> <tab name="Battle Tactic"> *'''Defensive Fire (1 CP):''' When one unit sets up overwatch, they can count as holding steady for that improvement to BS. *'''Heads Down (1 CP):''' One of your {{W40kKeyword|Core}} units can duck during the shooting phase, making them ignored when other units try shooting through them. *'''Volley Fire (1 CP):''' When one infantry squad shoots after standing still, they can shoot again for some more firepower. </tab> <tab name="Strategic Ploy"> *'''Careful Planning (1 CP):''' When an {{W40kKeyword|Officer}} unit tries to issue an order to a {{W40kKeyword|Platoon}} unit, they can do so from any place without regard for LoS. *'''Unwavering Determination (1 CP):''' A {{W40kKeyword|Militarum Tempestus}} unit can shoot and charge after falling back. </tab> <tab name="Wargear"> *'''Supercharged Las (1 CP):''' When one {{W40kKeyword|Militarum Tempestus}} or Kasrkin unit fires their hot-shot weapons, any natural 6s to wound scores a mortal wound, with a max of 3. Of course, this stacks with Born Soldiers for even deadlier Kasrkin. </tab> </tabs> <u>'''Space Marines'''</u> <tabs> <tab name="Battle Tactic"> *'''The Strength of the Emperor (1 CP):''' When a unit fights in melee, they add +1 to their Strength and any natural 6s to hit auto-wound, making this excellent for chainswords and power swords. *'''Transhuman Physiology (1 CP):''' One {{W40kKeyword|Primaris}} unit cannot be wounded on anything below a 4+. You'll be needing it because the enemy will be packing firepower to nail them. *'''Flamecraft ({{W40kKeyword|Salamanders}}; 1 CP):''' +1 to wound with flamers and melta weapons, tools that the Salamanders typically favor all the time. *'''Intractable ({{W40kKeyword|Dark Angels}}; 1 CP):''' When a unit falls back, they can still shoot. Any {{W40kKeyword|Inner Circle}} units also get to fall back immediately without needing to roll for anything. *'''No Clemency ({{W40kKeyword|Iron Hands}}; 1/2 CP):''' One unit below half-strength gains +1 to wound when shooting or fighting. Costs 2 CP for terminators. *'''No Matter the Odds ({{W40kKeyword|Crimson Fists}}; 1 CP):''' When a unit fires their bolt weapons, they score an additional hit on a 5+ to hit, for the additional effectiveness. *'''Siege Masters ({{W40kKeyword|Imperial Fists}}; 1 CP):''' One unit can ignore any cover when shooting. A decent and utilitarian workaround to the issue of firing around corners. *'''Speed of the Hurricane ({{W40kKeyword|White Scars}}; 1 CP):''' One unit automatically advances 8" without needing to roll. </tab> <tab name="Epic Deed"> *'''Only in Death Does Duty End (1 CP):''' When a {{W40kKeyword|Character}} dies before fighting, they don't go down before they make their attacks. </tab> <tab name="Strategic Ploy"> *'''Strategic Advance (1 CP):''' When a unit sets overwatch, they count as having held steady for better BS. *'''Adaptive Strategy ({{W40kKeyword|Ultramarines}}; 1 CP):''' One unit gets all Doctrines active, which can be excellent for a combined-arms tac squad. *'''Brotherhood of Veterans ({{W40kKeyword|Deathwatch}}; 1 CP):''' One unit can swap their chapter tactic for any other chapter tactic or successor tactic. Awesome for the odds of maximizing their effectiveness. *'''Counter-Charge ({{W40kKeyword|Space Wolves}}; 1 CP):''' When an enemy charges, you can have one unit heroically intervene with a range of 6", allowing you to cut off any surprise offensive. *'''Infiltrating Advance ({{W40kKeyword|Raven Guard}}; 1 CP):''' When a unit deploys in their entry zone, you can have them immediately move 6". *'''No Mercy, No Escape ({{W40kKeyword|Black Templars}}; 1 CP):''' When an {{W40kKeyword|Infantry}} or {{W40kKeyword|Beast}} unit falls back, they're trapped on a 4+. Your Templars are best in melee, so you do need the ability to keep enemies in range to get mowed down. *'''Red Rampage ({{W40kKeyword|Blood Angels}}; 1 CP):''' When a unit fights, any natural 6s to hit score an additional hit. *'''Savage Destruction ({{W40kKeyword|Flesh Tearers}}; 1 CP):''' If an enemy fails their morale check after fighting in melee, they take a -2 penalty to combat attrition. </tab> </tabs> <u>'''Grey Knights'''</u> <tabs> <tab name="Battle Tactic"> *'''Knightly Communion (1 CP):''' One {{W40kKeyword|Core}} unit will count as benefiting from any auras from one chosen {{W40kKeyword|Character}} for a turn. *'''Psychic Channeling (1 CP):''' When a psyker casts, they can roll an additional d6 and drop the lowest when rolling the channeling test. Expect to see this quite a bit, this is a major feature of the Knights. </tab> <tab name="Epic Deed"> *'''Strike of Sacred Wrath (1 CP):''' One {{W40kKeyword|Character}} can fight in melee, their attacks negating all saves of any value. Your go-to for killing warlords. </tab> <tab name="Strategic Ploy"> *'''Battle Presage (1 CP):''' When a unit sets to defend, the enemy takes -1 to hit them in melee. </tab> <tab name="Wargear"> *'''Psybolt Ammunition (1 CP):''' When one unit shoots a bolt weapon, each natural 6 to hit auto-wounds and the AP of all shots improve their AP by 1. *'''Truesilver Armour (1/2 CP):''' One {{W40kKeyword|Core}} unit cannot be wounded on anything under a 4+, which they'll need with all the AP going your way. Costs 2 CP for {{W40kKeyword|Terminator}} units. </tab> </tabs> </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Chaos Stratagems==== <div class="mw-collapsible-content"> <u>'''Chaos Space Marines'''</u> <tabs> <tab name="Battle Tactic"> *'''Eternal Hatred (1/2 CP):''' One unit gets +1 to hit in either melee or shooting, which means quite a lot with the severe scaling down of things. Costs 2 CP for terminators and possessed marines. *'''Gifts of the Plague God (1/2 CP):''' One {{W40kKeyword|Nurgle}} unit cannot be harmed by anything lower than a 4+. Helpful for anything that's not able to get the -1 to wound from the mark. Costs 2 CP if used on a {{W40kKeyword|Terminator}} unit. *'''Dour Duty ({{W40kKeyword|Iron Warriors}}; 1 CP):''' When a {{W40kKeyword|Heretic Astartes Core}} unit is attacked, any damage they suffer is reduced by 1 to a minimum of 1. Excellent for turning marines into steel walls. *'''In Midnight Clad ({{W40kKeyword|Night Lords}}; 1 CP):''' Ranged attacks against {{W40kKeyword|Core}} or {{W40kKeyword|Character}} units take -1 to hit rolls. *'''Secure the Prize ({{W40kKeyword|Red Corsairs}}; 1 CP):''' When s {{W40kKeyword|Core}} unit is within range of an objective, they gain +1 to any saves against all attacks with D1. Better for blocking walls of lasguns. </tab> <tab name="Epic Deed"> *'''The Great Psyker (1 CP):''' A {{W40kKeyword|Tzeentch Psyker}} unit can cast two times this turn. *'''Taken Alive ({{W40kKeyword|Creations of Bile}}; 1 CP):''' When you kill an enemy {{W40kKeyword|Character}} in melee, the entire army takes -1 to Leadership, loses access to the Insane Bravery and Command Re-Roll strats and can no longer re-roll Morale checks. Absolutely devastating. </tab> <tab name="Strategic Ploy"> *'''Scorn of Sorcery (1 CP):''' When a psyker casts within 18" of a {{W40kKeyword|Khorne}} unit, they can deny on a 4+. *'''Shipboard Insurrection (1 CP):''' One {{W40kKeyword|Cultist}} unit can open a hatchway regardless of any opposition, thanks to a couple friendly off-screen heretics. *'''Stupefying Haze (1 CP):''' When an enemy falls back from a {{W40kKeyword|Slaanesh}} unit, roll 2d6. If this roll beats the enemy's Leadership score, they're stuck for another round of violation. *'''Terrifying Phenomena (1 CP):''' Pick one enemy within 18" of an {{W40kKeyword|Undivided}} unit. This unit can't use Insane Bravery or any morale rerolls, and any actions they were performing immediately fails. *'''Crusaders of Darkness ({{W40kKeyword|Black Legion}}; 1 CP):''' When a {{W40kKeyword|Core}} or {{W40kKeyword|Character}} fights an enemy within range of an objective in melee, they improve the AP of their weapon by 1. *'''Sublime Infiltration ({{W40kKeyword|Alpha Legion}}; 1 CP):''' When a unit enters from an entry zone, the unit can immediately move. </tab> <tab name="Wargear"> *'''Combat Elixir ({{W40kKeyword|Emperor's Children}}; 2 CP):''' One {{W40kKeyword|Core}} or {{W40kKeyword|Character}} fighting in melee can down drugs for +1 to Attacks and WS. *'''Hexagrammatic Wards ({{W40kKeyword|Word Bearers}}; 2 CP):''' Nullifies the damage dealt by one attack. Best reserved for a surprise melta. </tab> </tabs> <u>'''Chaos Daemons'''</u> <tabs> <tab name="Battle Tactic"> *'''Frenetic Bloodlust (1/2 CP):''' One {{W40kKeyword|Bloodletters Core}} unit must either move towards the closest enemy unit or pile-in on a nearby enemy unit. Costs 2 CP if they make a full move. *'''Revolting Constitution (1 CP):''' When {{W40kKeyword|Plaguebearer Core}} unit is attacked, they cannot be cannot be wounded by anything lower than a 4+. Absolutely needed since Plaguebearers lost their FNP. *'''Wave of Unnatural Flames (1 CP):''' When a pack of Pink or Blue Horrors shoots, any natural rolls of 5+ score an extra hit. </tab> <tab name="Strategic Ploy"> *'''Beings of the Empyrean (1 CP):''' Lets a psyker cast a second time. *'''Dark Allure (1 CP):''' At the end of the movement phase, pick an enemy within 9" of a {{W40kKeyword|Slaanesh}} unit roll 2d6, re-rolling if they're near a character. If this roll beats the enemy's Leadership, then the enemy is demoralized, unable to perform any options aside from Open Hatchway, suffers -2" to movement and halves advance and charge rolls. *'''Insubstantial Entities (2 CP):''' You can teleport a unit anywhere within 6", ignoring terrain and engagement ranges. While absolutely powerful in cramped spaces, this can only be used once and can't let you teleport within engagement range of an enemy. *'''Mutable Form (1 CP):''' Lets you swap one Enhancement for another if you think it'll be of more use. That said, it has no use if the enhancement only works at the beginning of the game and you switch halfway through, for example. </tab> <tab name="Wargear"> *'''Icon of Corruption (1 CP):''' When an {{W40kKeyword|Icon}} unit charges, roll a d6 for every model in the enemy unit; every 5+ deals a mortal wound. </tab> </tabs> <u>'''Death Guard'''</u> <tabs> <tab name="Battle Tactic"> *'''Blade-Borne Infectors (1 CP):''' Melee attacks with Plague Weapons deal an extra hit on a 6+ to hit. </tab> <tab name="Epic Deed"> *'''Explosion of Putridity (1 CP):''' When one of your characters dies, you can have them self-destruct. Roll a d6 for every model within 3" of the explosion, a 2+ deals a mortal wound while a 6 deals d3 mortal wounds. </tab> <tab name="Strategic Ploy"> *'''Cloud of Flies (1 CP):''' One unit gains cover against anyone shooting at them. Incredibly convenient if you're too far to fire back or want to charge them. *'''Heralds of Despair (1 CP):''' When a {{W40kKeyword|Terminator}} unit kills a model in an enemy unit, the survivors must take -3 to their leadership, making morale near-impossible. </tab> <tab name="Wargear"> *'''Contaminated Rounds (1/2 CP):''' Lets your units re-roll to wound with their bolt weapons. Costs 2 CP for {{W40kKeyword|Terminator}} units. *'''Rain of Blight (1 CP):''' Pick one unit. Any grenade Plague Weapons they throw lose Blast and instead become Pistol 6 weapons. This makes them especially heinous in close quarters, where the grenades automatically hit for all the damage. </tab> </tabs> <u>'''Gellerpox Blight'''</u> <tabs> <tab name="Battle Tactic"> *'''Feed the Boilermen (1 CP):''' Whenever your Plague Hulks kill someone, they can heal a wound on a 4+. *'''Sink the Teeth In (1 CP):''' When an enemy tries to fall back, roll a d6; they'll suffer a mortal wound regardless, but on a 4+ they're stuck fighting your swarms of bugs and unable to flee the onrushing brutes. </tab> <tab name="Epic Deed"> *''Bileflame Torrent (1 CP):''' When you plan to shoot with a Nightmare Hulk's belly-flamer, you can instead aim it at a closed hatchway within 6". The hatch opens and you roll a d6 for anyone within 1" of that hatch, scoring a mortal wound on a 2+. </tab> <tab name="Strategic Ploy"> *'''Craven Vermin (1 CP):''' When an enemy charges your Mutoid Vermin, you can have them move d6" away, forcing the enemy to redirect their charge to someone other than the swarms. *'''Slither and Squirm (1 CP):''' One unit of Mutoid Vermin can walk through one wall or closed hatchway. *'''Toxic Effluvia (1 CP):''' At the end of the opponent's turn, you can have one unit suffer 2d3 wounds to guarantee that you will always control an objective for the rest of the game. Absolutely gross, but it can help keep your forces moving. </tab> </tabs> <u>'''World Eaters'''</u> <tabs> <tab name="Battle Tactic"> *'''Gory Dismemberment (1 CP):''' When a non-Jakhal unit kills a model in an enemy unit, the rest of the unit takes -3 Leadership and can't re-roll morale tests. Easiest way to rout a unit of weak guardsmen. *'''Savage Resilience (1 CP):''' 5+++ FNP save. </tab> <tab name="Strategic Ploy"> *'''Blood Frenzy (1 CP):''' When one {{W40kKeyword|Core}} unit fights in melee, any models that die before fighting can make their swings before going down to feed the tithe. *'''The Direct Approach (1 CP):''' One {{W40kKeyword|Eightbound}} or terminator unit can move through any hatchways, destroying any doors in their way because the Kool-Aid Man also happens to be red. This can let them charge enemies within 1" of the hatchway if it's closed. *'''Scorn of Sorcery (1 CP):''' Lets a unit deny a psychic power that's cast within 18" on a 4+. </tab> <tab name="Wargear"> *'''Wrathful Charge (1 CP):''' When a non-Jakhal unit charges, they can roll an additional d6 and drop the lowest for charge distance and they can charge through other models, both incredibly useful for their purpose. </tab> </tabs> </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Xenos Stratagems==== <div class="mw-collapsible-content"> <u>'''Orks'''</u> <tabs> <tab name="Battle Tactic"> *'''Dakka Storm (1 CP):''' Whenever a unit shoots with a Dakka weapon, any hits they score are doubled, which is excellent considering their shit accuracy. *'''Leatherhide (1 CP):''' Whenever a non-grot unit is attacked, they can't get wounded by anything below a 4+. Great to foil plasma, power fists, and other wounding shenanigans, since that's now your biggest menace. *'''Stick It to 'Em Ladz! (1 CP):''' One unit improves their pile-in range by +3". Use it, they need to be in melee to fight. </tab> <tab name="Epic Deed"> *'''Too 'Ard to Die (1 CP):''' Pick one unit in the fight phase. When any model in this unit dies before they can fight, they can make their attacks before they can go down. </tab> <tab name="Strategic Ploy"> *'''Tellyporta (1 CP):''' One unit can be shoved into reserves. This unit can deep-strike anywhere within 9" of the enemy, which is pretty big since other deep strikes have been wiped from the board. *'''Pile Through (1 CP):''' Whenever a hatchway opens, any of your units within range of it can count as having charged for the next fight phase, which means a lot for a mostly-melee army. </tab> </tabs> </div></div> ===Enhancements=== Gone are your Warlord Traits and Relics. Enhancements are instead in place to act as a proxy for both. *'''Close-Quarters Killer:''' Re-roll to wound in melee. *'''Defensive Linchpin:''' Friendly units within 6" of the warlord can Hold Steady when they set overwatch, letting them hit on a 5+. *'''Expert Breacher:''' The warlord can open hatchways when they begin moving. *'''Personal Teleporter:''' The warlord can choose to either enter normally or deep strike anywhere within 9" of the enemy. Pretty big since Deep Striking has pretty much been wiped. *'''Superior Boarding Tactics:''' Start play with +2 extra CP. Excellent for any pre-game strats. *'''Trademark Weapon:''' Pick one of the warlord's weapon. This weapon adds +1 to its Strength and Damage. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Imperium Enhancements==== <div class="mw-collapsible-content"> <u>'''Astra Militarum'''</u> *'''Death Mask of Ollanius:''' Grants a 4++ Invuln save. *'''Lead by Example:''' Allows the Warlord to deal orders for itself. Naturally, this is meant for the Command Squads, which tend to carry enough lasguns for it to be worthwhile. *'''Superior Tactical Training:''' Gives the warlord access to either Regimental or Prefectus orders, allowing you to spit out more orders on a Castellan. *'''Uncompromising Persecution:''' {{W40kKeyword|Militarum Tempestus}} only. During each command phase, you can make one friendly {{W40kKeyword|Militarum Tempestus}} unit within 9". Whenever this marked unit shoots within half-range, the AP of their guns is improved by 1. <u>'''Space Marines'''</u> *'''Artificer Armour:''' Grants a 2+/4++ save. Naturally, it's only useful on Primarines and power-armored heroes since Terminator heroes get this stock. *'''The Imperium's Blade:''' +1 to attacks and charge rolls. *'''Master of War:''' Pick one {{W40kKeyword|Core}} unit within 9" each command phase. This unit gains ObSec or counts as an additional model for the sake of capping if they already have it. *'''Masterful Strategist:''' {{W40kKeyword|Dark Angels}} only. Pick one friendly unit within 9" each command phase, that unit can pick which doctrine is in effect for them on that turn. Extremely handy for Deathwing and Greenwing forces. *'''Honour of the Chase:''' {{W40kKeyword|White Scars}} only. Re-roll all advance and charge rolls. *'''Blood of the Wolfkin:''' {{W40kKeyword|Space Wolves}} only. +1 to attacks on the charge. If the warlord wipes out a unit, they gain a special 6" aura that shares this bonus to any {{W40kKeyword|Core}} units. *'''Close-Range Punishment:''' {{W40kKeyword|Imperial Fists}} only. Pick one friendly unit within 9", this unit adds +1 to the Strength of their ranged attacks, making gunlines of bolters much more painful. *'''Keeper of Oaths:''' {{W40kKeyword|Black Templars}} only. Heroic Intervention range expands to 6". Really not worth it since it does nothing else. *'''Steadfast to the End:''' {{W40kKeyword|Crimson Fists}} only. The warlord can only lose up to 3 wounds each phase. *'''Agility of the Angel:''' {{W40kKeyword|Blood Angels}} only. Melee attacks against the warlord take -1 to hit and can't be re-rolled. An excellent duet for a faction with plenty of advantages in melee. *'''Savage Slaughterer:''' {{W40kKeyword|Flesh Tearers}} only. Natural 6s to hit in melee deal an additional 2 hits. *'''Strength of Mind and Body:''' {{W40kKeyword|Iron Hands}} only. Gives a 5+++ save. *'''Wisdom of the Codex:''' {{W40kKeyword|Ultramarines}} only. When spending CP on stratagems, they can regain a CP on a 5+. *'''Master at the Anvil:''' {{W40kKeyword|Salamanders}} only. A natural 5+ to hit scores an additional hit, which is way more handy since it applies on all weapons. *'''Swift Hunter:''' {{W40kKeyword|Raven Guard}} only. All attacks against the warlord take -1 to hit and can't be re-rolled. Way to outdo the Blood Angels - what, jealous of the fabulous fucking hawk-boy? *'''Light of Angels:''' {{W40kKeyword|Deathwatch}} only. Once per game, the bearer can use this on themselves or a unit within 6", throwing them back into reserves. This unit can then deep strike wherever they want within 9" of the enemy. <u>'''Grey Knights'''</u> *'''Daemon Slayer:''' Attacks against {{W40kKeyword|Daemon}} enemies cannot be saved in any way. Situational, but terrifying against possessed and daemons. *'''Master of the Tides:''' Learns the Warp Shaping power and can cast it on top of any other times they cast each turn. Excellent for on-demand utility tides. *'''Sigil of Urgency:''' Single-use relic that lets the warlord teleport anywhere within 6" when an enemy shoots at them. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Chaos Enhancements==== <div class="mw-collapsible-content"> <u>'''Chaos Space Marines'''</u> *'''Talisman of Burning Blood:''' {{W40kKeyword|Khorne}} only. Gives +1 attack as well as a bonus attack whenever the warlord kills an enemy unit. *'''Eye of Tzeentch:''' {{W40kKeyword|Tzeentch}} only. +1 to all casting and deny checks. *'''Putrescent Armour:''' {{W40kKeyword|Nurgle}} only. Reduces all incoming damage against the warlord by 1. *'''Intoxicating Elixir:''' {{W40kKeyword|Slaanesh}} only. The warlord can't lose any more than three wounds each phase. Decent since the cover can help limit just how many times he can be shot, but focus firing is still very lethal. *'''Stimulated by Pain:''' {{W40kKeyword|Emperor's Children}} only. The warlord gains +1 attack for each wound lost. These attacks do get lost when they regain wounds, forcing you to run a dangerous game to get the most hits from the foes. *'''Iron Without:''' {{W40kKeyword|Iron Warriors}} only. +2 Toughness. FUCK YO POWER FISTS. *'''One with the Shadows:''' {{W40kKeyword|Night Lords}} only. Attacks against the warlord takes -1 to hit and cannot be re-rolled. Very infuriating for the enemy if they rely a ton on either aura, worst for those that work with both. *'''Daemonic Possession:''' {{W40kKeyword|Word Bearers}} only. Adds +3" to movement and consolidation range, all of which are handy for keeping a unit stuck in. *'''Murderous Versatility:''' {{W40kKeyword|Black Legion}} only. The warlord can let one unit within 9" engage in one Wanton act of their choice rather than what the rest of the army is under. *'''Cult Leader:''' {{W40kKeyword|Alpha Legion}} only. The warlord can mark another unit within 9" each command phase, giving them +1 to hit and improves the AP of {{W40kKeyword|Cultist}} units by 1. *'''Twisted Regeneration:''' {{W40kKeyword|Creations of Bile}} only. When the warlord dies, they can be resurrected on a 2+ roll on a d6, restoring d3 wounds. *'''Dark Raider:''' {{W40kKeyword|Red Corsairs}} only. Pick one friendly {{W40kKeyword|Core}} unit within 9". This unit can move after the shooting phase, but this costs them their ability to charge. <u>'''Chaos Daemons'''</u> *'''Unholy Fury:''' {{W40kKeyword|Khorne}} only. The warlord can charge after advancing or falling back, and that's all he'll ever want. *'''Incorporeal Form:''' {{W40kKeyword|Tzeentch}} only. All attacks take -1 to wound. You'll especially need it considering their abysmal melee saves. *'''The Endless Gift:''' {{W40kKeyword|Nurgle}} only. The warlord recovers a number of wounds equal to the turn number. *'''Fatal Caress:''' {{W40kKeyword|Slaanesh}} only. Any melee attacks that roll a 5+ to wound negate invulnerable saves. <u>'''Death Guard'''</u> *'''Plague Vector:''' Gives the warlord their Plague Company's warlord trait and infection. **If they gain Shamblerot, then enemies only suffer a single MW on a roll of 6. *'''Plentiful Pustulence:''' Gain a 5+ FNP. Pretty cruel when combined with their own damage reduction. *'''Plague Skull of Glothila:''' Once per game, you can throw this at the end of the movement phase and roll 7d6. Each 4+ deals a mortal wound (to a max of 3 if the target is a character, so it's better saved for squads). <u>'''Gellerpox Blight'''</u> *'''Cyberbubotic Mutations:''' A 5+ FNP. *'''Contagious Gift:''' The warlord gains Nurgle's Gift despite not being in the Death Guard. *'''Poisonous Influence:''' Gain a 6" bubble that lets friendly units add +1 to the AP of their melee attacks. <u>'''World Eaters'''</u> *'''Battle Lust:''' Score 1 BTP whenever the warlord kills an enemy model. *'''Burning Plate:''' +1 to saving throws and wounds. Excellent for a tanking MoC. *'''Mutable Form:''' Re-roll all charge and advance rolls, which is an absolute necessity on such a melee-obsessed. Better yet, this warlord is immune to overwatch. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Xenos Enhancements==== <div class="mw-collapsible-content"> <u>'''Orks'''</u> *'''Might is Right:''' +1 to Strength and Attacks. *'''Big Boss:''' Non-{{W40kKeyword|Warboss}} units only. This gives your warlord the ability to call a Waaagh! of their own, but they only benefit from the first round of calling one. *'''Supa-Cybork Body:''' +1 to Wounds and Toughness is set to 6. Not really worth it for Warbosses or the Beastboss since you're only getting a wound. Might be most useful on a Weirdboy or a Big Mek with the KFF. </div></div> [[Category: Warhammer 40,000]] [[Category: Warhammer 40,000 9E]] [[Category: Warhammer 40000 Tactics (9E)]] {{Warhammer_40k_Tactics}}
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