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===Disciples of the Red Angel=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Despite effectively acting like an Army of Renown, this isn't labeled as such anywhere. This represents the more daemonic forces of Angron's legion, with the big red guy at the head of the assault and the most mutated of his ranks following. Unfortunately, this severely restricts your army list to an anemic degree, all for the sake of the Eightbound. <div class="mw-collapsible-content"> '''Restrictions:''' *Angron MUST be the Warlord. No exceptions. *You can only take {{W40kKeyword|Khorne Daemon}} or {{W40kKeyword|Chaos Land Raider}} units in the detachment. *{{W40kKeyword|Eightbound}} units gain ObSec as compensation for the loss of berserkers. '''Daemonic Infusions:''' Your big reward for this specialist detachment. One {{W40kKeyword|Eightbound}} unit in your army can pick up a special boost. *''Drawn to Power:'' Each model counts as 2 models for the sake of capping objectives. *''Mutable Form:'' Natural 6s to wound deal a mortal wound, up to a max of 6 MWs. With the lack of the Talisman of Rage, this is your equivalent. *''Brazen Skin:'' 4+++ FNP save. Badass. '''Relics:''' *'''Burning Plate:''' +1 to saves and +1 Wound, both quite handy buffs to the JuggerLord or Prince who's bound to get fucked up a lot. *'''Skull of An'gr'ant:''' Each command phase, the bearer can mark one enemy they can see. The bearer can re-roll to wound this enemy in melee. *'''Soulburner:''' Replaces the Daemon Prince's Infernal Cannon with a 12" Assault 2d6 S7 AP-2 inferno cannon. Excellent for smoking out marines and other high-defense foes you don't want to waste the Eightbound on. '''Stratagems''' <tabs> <tab name="Battle Tactic"> *'''Bloodscent (1 CP):''' When an enemy falls back from an {{W40kKeyword|Eightbound}} unit, that pack of Eightbound can immediately consolidate 6". *'''Gratuitous Bloodletting (1 CP):''' One unit gets +1 to wound when fighting an enemy unit that's below half-strength. Handy when you need to clean up some stragglers, but not much more. *'''Furious Surge (1 CP):''' After an enemy shoots at an {{W40kKeyword|Eightbound}} unit and kills someone, the unit can immediately move. Wasteful, seeing that the Eightbound are your only troops. </tab> <tab name="Epic Deed"> *'''Diabolic Machines (1/2 CP):''' One {{W40kKeyword|Daemon Engine}} or {{W40kKeyword|Machine Spirit}} with degrading stats counts as if they're at max wounds for the turn. Useful for the many, many kamikaze runs you'll likely make for some extra Tithe points. Costs 2 CP on a {{W40kKeyword|Titanic}} unit. </tab> <tab name="Strategic Ploy"> *'''Apoplectic Frenzy (1 CP):''' One unit can advance 6" without rolling. Very needed since you are a melee-only faction and you have no means to charge after advancing. *'''Bloodthirsty Determination (1 CP):''' One unit can ignore all modifiers to a charge roll. *'''Violent Dismemberment (1 CP):''' When you kill an enemy unit, the unit that did the deed gains a 6" aura that deals -2 to Leadership and -1 to Attrition rolls. Only really useful if you're planning on comboing this with some daemon summoning. *'''Terrifying Assault (1 CP):''' When one of your units charges, the enemy can't fire overwatch or set to defend, and they take a -1 to hit on the fight phase after that. </tab> </tabs> </div></div>
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