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===Detachments for Dummies=== Outside of Open Play where anything goes, your army needs to be Battle-Forged in order to be usable. While in 7e this meant using either the old Combined Arms Detachment of previous editions or one of the faction exclusive FOCs or mega-formations to make your force into a single Detachment, you now are capped in how many detachments you can take based on game size. 1 detachment at combat patrol, up to 4 detachments for incursions. In addition, every unit in your army must share a faction keyword or be unaligned; Genestealer Cults are a special case in this regard: their Brood Brothers rule allows them to bring an allied Imperial Guard detachment for each GSC detachment taken, even though they do not have a common faction keyword. Many tournaments, and by reflection game stores, do limit lists to three detachments. While some of the detachments are very similar, if not identical to, the CAD, many more are modified to emphasize a specific non-Troops slot. Depending on the size of your game, you will be allotted a certain number of CP. While almost all of them will rake CP, you will often be able to make back your first detachment's CP cost through putting your Warlord in there or in a Supreme Command detachment (although the latter applies only if your Warlord has some specific keywords). Knowing which Detachment types will work best for your army will help you significantly when listbuilding. Most of the game's detachments are summarized in the table below. {| class="wikitable sortable center mw-collapsible mw-collapsed" |+ style="white-space:nowrap;" | '''Detachments Table''' ! scope=col rowspan=2 | Name ! scope=col rowspan=2 | <abbr title="CP Cost">CP</abbr> ! scope=col rowspan=2 | <abbr title="Refunded CP if Warlord is in Detachment; exceptions noted below">RCP</abbr> ! scope=col rowspan=2 | <abbr title="Must all units in this detachment share a faction.">Faction</abbr> ! scope=col rowspan=2 | Other Restrictions ! scope=col rowspan=2 | [[File:WH40KDedicatedTransports.png|center|Dedicated Transports, 1/{{W40Kkeyword|infantry}} unit]] ! scope=colgroup colspan=2 | [[File:WH40KHQ.png|center|HQ]] ! scope=colgroup colspan=2 | [[File:WH40KTroops.png|center|Troops]] ! scope=colgroup colspan=2 | [[File:WH40KElites.png|center|Elites]] ! scope=colgroup colspan=2 | [[File:WH40KFastAttack.png|center|Fast Attack]] ! scope=colgroup colspan=2 | [[File:WH40KHeavySupport.png|center|Heavy Support]] ! scope=colgroup colspan=2 | [[File:WH40KFlyers.png|center|Flyers]] ! scope=colgroup colspan=2 | [[File:WH40KLordsOfWar.png|center|Lords of War]] ! scope=colgroup colspan=2 | [[File:WH40KFortifications.png|center|Fortifications]] |- ! scope=col | Min ! scope=col | Max ! scope=col | Min ! scope=col | Max ! scope=col | Min ! scope=col | Max ! scope=col | Min ! scope=col | Max ! scope=col | Min ! scope=col | Max ! scope=col | Min ! scope=col | Max ! scope=col | Min ! scope=col | Max ! scope=col | Min ! scope=col | Max |- ! scope=row | Patrol Detachment | 2 || 2 || {{yes}} || {{no}} || {{yes}} || 1 || 2 || 1 || 3 || 0 || 2 || 0 || 2 || 0 || 2 || 0 || 2 || 0 || 0 || 0 || 0 |- ! scope=row | Battalion Detachment | 3 || 3 || {{yes}} || {{no}} || {{yes}} || 2 || 3 || 3 || 6 || 0 || 6 || 0 || 3 || 0 || 3 || 0 || 2 || 0 || 0 || 0 || 0 |- ! scope=row | Brigade Detachment | 4 || 4 || {{yes}} || {{no}} || {{yes}} || 3 || 5 || 6 || 12 || 3 || 6 || 3 || 5 || 3 || 5 || 0 || 2 || 0 || 0 || 0 || 0 |- ! scope=row | Vanguard Detachment | 3 || 0 || {{yes}} || {{no}} || {{yes}} || 1 || 2 || 0 || 3 || 3 || 6 || 0 || 2 || 0 || 2 || 0 || 2 || 0 || 0 || 0 || 0 |- ! scope=row | Spearhead Detachment | 3 || 0 || {{yes}} || {{no}} || {{yes}} || 1 || 2 || 0 || 3 || 0 || 2 || 0 || 2 || 3 || 6 || 0 || 2 || 0 || 0 || 0 || 0 |- ! scope=row | Outrider Detachment | 3 || 0 || {{yes}} || {{no}} || {{yes}} || 1 || 2 || 0 || 3 || 0 || 2 || 3 || 6 || 0 || 2 || 0 || 2 || 0 || 0 || 0 || 0 |- ! scope=row | Supreme Command Detachment | 0 || data-sort-value=1 | <abbr title="Refunds your most expensive refundable detachment: 2 for a Patrol, 3 for a Brigade, 4 for a Battalion">0-4</abbr> || {{no}} || Max 1/Army<br>Max 1 Unit/Detachment<br>{{W40Kkeyword|PRIMARCH}}/{{W40Kkeyword|DAEMON PRIMARCH}}/{{W40Kkeyword|SUPREME COMMANDER}} Only<br>Must contain {{W40Kkeyword|warlord}} || {{no}} || 0 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 0 || 0 |- ! scope=row | Super-Heavy Detachment | data-sort-value=3 | <abbr title="3 for non-Titanic, 6 with">3 or 6</abbr> || 0 || {{yes}} || 3 CP: No {{W40Kkeyword|titanic}} || {{no}} || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 3 || 5 || 0 || 0 |- ! scope=row | Super-Heavy Auxiliary Detachment | 3 || 0 || {{no}} || {{no}} || {{no}} || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 1 || 0 || 0 |- ! scope=row | Fortification Network | 1 || data-sort-value=1 | <abbr title="If all units share a faction and that same faction is shared across your warlord's detachment">1</abbr> || {{no}} || Max 1/Army<br>No {{W40Kkeyword|warlord}} || {{no}} || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 3 |- ! scope=row | Auxiliary Support Detachment | 2 || 0 || <abbr title="This detachment can have min 0, max 1 Dedicated Transport, which is not a function of having INFANTRY">0-1</abbr> || Max 1 Unit/Detachment || {{no}} || 0 || 1 || 0 || 1 || 0 || 1 || 0 || 1 || 0 || 1 || 0 || 1 || 0 || 0 || 0 || 0 |} ====Patrol Detachment==== <div class="toccolours mw-collapsible mw-collapsed" style="100%">Generally only good for 500 pt games and if you want to bring a small amount of units from a different faction from the one forming most of your army. Also useful for armies with HQ and troop taxes. All of the dual faction boxes like Dark Imperium and Shadowspear have pre-built Patrol Detachments, so you could easily slot one other into your army if you have the points. <div class="mw-collapsible-content"> *'''Units:''' 1-2 HQ, 1-3 Troops, 0-2 Elites, 0-2 Fast Attack, 0-2 Heavy Support, 0-2 Flyers, 0-X Dedicated Transport where X is # {{W40Kkeyword|infantry}} units taken. *'''Restrictions:''' All units must be from the same faction. *'''CP Cost:''' 2 *'''Command Benefits:''' +2 CP (full refund) if you have your Warlord here. Drukhari get 4 CP if they have at least three Patrol Detachments, which overall covers their combined CP cost. </div></div> ====Battalion Detachment==== <div class="toccolours mw-collapsible mw-collapsed" style="100%">Probably the most common and powerful type of detachment, striking a good balance between reasonable requirements and options unless someone skews their list towards a more specialist role. Has more Elites slots than Fast Attack or Heavy Support, so better for factions with better Elites choices.<div class="mw-collapsible-content"> *'''Mandatory Units:''' 2 HQ, 3 Troops **'''Optional Units:'''+1 HQ, +3 Troops, +6 Elites, +3 Fast Attack, +3 Heavy Support, +2 Flyers, 1 Dedicated Transport per other choice taken *'''Restrictions:''' All units must be from the same faction. *'''CP Cost:''' 3 CP *'''Command Benefits:''' +3 CP if your Warlord is here.</div></div> ====Brigade Detachment==== <div class="toccolours mw-collapsible mw-collapsed" style="100%">Requires the most units. Not good for most armies outside of Apocalypse-size games, but armies that have cheap units in every slot (Astra Militarum being the main one) or that play a single sub-faction can use it without spending too many points.<div class="mw-collapsible-content"> *'''Mandatory Units:''' 3 HQ, 6 Troops, 3 Elites, 3 Fast Attack, 3 Heavy Support **'''Optional Units:'''+2 HQ, +6 Troops, +5 Elites, +2 Fast Attack, +2 Heavy Support, +2 Flyers, 1 Dedicated Transport per other choice taken *'''Restrictions:''' All units must be from the same faction. *'''CP Cost:''' 4 CP *'''Command Benefits:''' +4 CP if your Warlord is here.</div></div> ====Vanguard Detachment==== <div class="toccolours mw-collapsible mw-collapsed" style="100%">The Elites-focused detachment, costing 3 CP for the investment you put into it. You will be lacking in CP if you only run with a Vanguard Detachment and most Elite units work best in conjunction with other units; running just a single Vanguard Detachment or even multiple Vanguard Detachments will usually not be the strongest option, it is more of an option to get extra Elites or to ally with the elites from a different sub-faction.<div class="mw-collapsible-content"> *'''Mandatory Units:''' 1 HQ, 3 Elites **'''Optional Units:'''+1 HQ, +3 Troops, +3 Elites, +2 Fast Attack, +2 Heavy Support, +2 Flyers, 1 Dedicated Transport per other choice taken *'''Restrictions:''' All units must be from the same faction. *'''CP Cost:''' 3 CP *'''Command Benefits:''' N/A </div></div> ====Spearhead Detachment==== <div class="toccolours mw-collapsible mw-collapsed" style="100%">The Heavy Support-focused detachment, provides a lot of possible firepower for a 3 CP cost. Building an army based entirely around vehicles can make for a hard-hitting and survivable force, but it will usually lack in other areas, such as board control which can be difficult with a smaller number of units and a lack of screening units will hurt you, especially if your Heavy Support units cannot FLY.<div class="mw-collapsible-content"> *'''Mandatory Units:''' 1 HQ, 3 Heavy Support **'''Optional Units:'''+1 HQ, +3 Troops, +2 Elites, +2 Fast Attack, +3 Heavy Support, +2 Flyers, 1 Dedicated Transport per other choice taken *'''Restrictions:''' All units must be from the same faction. *'''CP Cost:''' 3 CP *'''Command Benefits:''' N/A. Astra Militarum LEMAN RUSS models in a Spearhead Detachment get Objective Secured. </div></div> ====Outrider Detachment==== <div class="toccolours mw-collapsible mw-collapsed" style="100%">The Fast Attack-focused detachment, a 3 CP cost for the investment you put into it but generally less expensive than Vanguard and Spearhead Detachments. Building an army [[White Scars|totally devoted to going fast]] can work depending on the missions you play.<div class="mw-collapsible-content"> *'''Mandatory Units:''' 1 HQ, 3 Fast Attack **'''Optional Units:'''+1 HQ, +3 Troops, +2 Elites, +3 Fast Attack, +2 Heavy Support, +2 Flyers, 1 Dedicated Transport per other choice taken *'''Restrictions:''' All units must be from the same faction. *'''CP Cost:''' 3 CP *'''Command Benefits:''' N/A </div></div> ====Supreme Command Detachment==== <div class="toccolours mw-collapsible mw-collapsed" style="100%">The superheavy HQ-focused detachment, making this the most niche Detachment option. As of 9E, there are few options for this detachment, all of them quite powerful: [[Morvenn Vahl]], [[Belisarius Cawl]], [[Ghazghkull Mag Uruk Thraka]], [[Shadowsun|Commander Shadowsun]], [[Roboute Guilliman]], [[Magnus the Red]], [[Mortarion]], [[Angron]], [[Abaddon]] the Despoiler, [[Be'lakor]] and the [[Silent King]]. Each of them is already a massive gift for your army while also giving you the same CP discount as having a regular warlord. <div class="mw-collapsible-content"> *'''Mandatory Units:''' 1 HQ or Lord of War *'''Restrictions:''' This unit must have the {{W40kKeyword|Primarch}}, {{W40kKeyword|Daemon Primarch}} or {{W40kKeyword|Supreme Commander}} keywords. This model must also be your Warlord. **In most cases, this will be a redundant rule as many of these units will already have a rule forcing them to be the Warlord. *'''CP Cost:''' N/A *'''Command Benefits:''' Select one of the following: ** +2 CP for any Patrol Detachments in your army. ** +3 CP for any Battalion Detachments in your army. ** +4 CP for any Brigade Detachments in your army. </div></div> ====Super-Heavy Detachment==== <div class="toccolours mw-collapsible mw-collapsed" style="100%">The Lords of War spam Detachment. Command benefits are better than the other mono-FOC Detachments, but it will fucking eat up your points like there's no tomorrow. If you field this in a friendly game or a 1000 point game you are probably [[That Guy]].<div class="mw-collapsible-content"> *'''Mandatory Units:''' 3 Lords of War **'''Optional Units:''' +2 Lords of War *'''Restrictions:''' All units must be from the same faction. *'''CP Cost:''' 3/6 CP. *'''Command Benefits:''' This detachment costs 3 CP if the detachment contains absolutely no {{W40kKeyword|Titanic}} units. Otherwise, it costs 6 CP. </div></div> ====Super-Heavy Auxiliary Detachment==== <div class="toccolours mw-collapsible mw-collapsed" style="100%">As most people will almost certainly only have one LoW in their armies at any given time, this is the detachment they'll use to get their Knight/Baneblade/Wraithknight onto the field, unfortunately it doesn't give you any CP for your investment and faction-based benefits like Chapter Tactics don't apply to these Detachments. <div class="mw-collapsible-content"> *'''Mandatory Units:''' 1 Lords of War *'''Restrictions:''' None *'''CP Cost:''' 3 CP *'''Command Benefits:''' None</div></div> ====Fortification Network==== <div class="toccolours mw-collapsible mw-collapsed" style="100%">Your buildings, fortresses, and walls. Being able to field large numbers of fortifications was something of an issue in 7th, but this detachment allows you to keep your turtle up to your heart's content (or at least take 6 fortifications if you're in Matched).<div class="mw-collapsible-content"> *'''Mandatory Units:''' 1 Fortification **'''Optional Units:''' +2 Fortifications *'''Restrictions:''' None; most fortifications are Unaligned by default *'''CP Cost:''' 1 CP *'''Command Benefits:''' +1 CP if this detachment and the Warlord's detachment share a faction keyword (this giving you Imperium Players the fun shittons of special setpieces) </div></div> ====Auxiliary Support Detachment==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> If you really want a single character like Celestine or a Contorted Epitome and don't have the points to bring enough cheap units to have the detachment qualify as a Patrol, or if you just want a single Space Marine squad or Deathwatch kill team for fluff reasons, you're stuck with this. It is the only detachment in which you can bring under strength squads to matched play, so there is that.<div class="mw-collapsible-content"> *'''Mandatory Units:''' 1 HQ '''or''' 1 Troops '''or''' 1 Elites '''or''' 1 Fast Attack '''or''' 1 Heavy Support '''or''' 1 Flyer '''or''' 1 Dedicated Transport *'''Restrictions:''' Can only consist of a single unit. *'''CP Cost:''' 2 CP *'''Command Benefits:''' N/A</div></div> ====Arks of Omen Detachment==== <div class="toccolours mw-collapsible mw-collapsed" style="100%">The new combined-arms detachment introduced in the Arks of Omen Grand Tournament Pack, [[Games Workshop|which basically renders the Battalion, Vanguard, Outrider, Spearhead, Super-Heavy, Super-Heavy Auxillary, and Fortifications Network Detachments obsolete]], as it does all of their jobs better than they do. You can only take '''one''' AoO detachment and get no CP for doing so, but it doesn't cost CP or preclude you from taking other detachments (or even allies), but its sheer adaptability is unmatched. To create an Arks of Omen Detachment, you simply choose a HQ unit, and then pick one of the five other main unit types to be your three compulsory choices, which can even be [[Powergamer|Lords of War!]] From there, you can dump a whole load of other units in to suit your taste, including Fortifications and more Lords of War, and you can take Elite characters like an [[Apothecary]] or a [[Painboy]] in different slots than other Elites to save even more space. This one-size-fits-all approach gives it an enormous amount of flexibility on paper: it's even bringing back soup! With the Battle Brothers rule players can bring an extra detachment of allies, albeit with some limitations that haven't been fully revealed. But as it has only just been introduced, it remains to be seen if it will actually produce balanced armies. <div class="mw-collapsible-content"> *'''Mandatory Units:''' 1 HQ (except for Imperial Knights or Chaos Knights because they don't have any HQ's), 3 Troops OR 3 Elites OR 3 Fast Attack OR 3 Heavy Support OR 3 Lords of War **'''Optional Units:'''+3 HQ, +9 Troops, +3 Elites, +3 Elites (Characters), +3 Fast Attack, +3 Heavy Support, +3 Lords of War, +2 Flyers, +3 Fortifications, 1 Dedicated Transport per {{W40kKeyword|Infantry}} unit taken. *'''Restrictions:''' All units must be from the same faction (and it can't be {{W40kKeyword|Imperium}}, {{W40kKeyword|Chaos}}, {{W40kKeyword|Aeldari}}, or {{W40kKeyword|Tyranids}} - they still have to be part of the same sub-faction). *'''CP Cost:''' 0 CP *'''Command Benefits:''' None. ** Well, this gives no intrinsic benefits, the Battle Brothers rule does help all the special allied detachment rules remain relevant. ***Any {{W40kKeyword|Imperium}} detachment can also include either a {{W40kKeyword|Agents of the Imperium}} Patrol or Auxiliary Support detachment, an {{W40kKeyword|Imperial Knights}} Superheavy Support detachment composed of one {{W40kKeyword|Freeblade}} model, or {{W40kKeyword|Votann}} Patrol detachment. ***An {{W40kKeyword|Asuryani}} or {{W40kKeyword|Drukhari}} detachment can also include a {{W40kKeyword|Harlequins}} detachment. ***A {{W40kKeyword|Drukhari}} detachment can also include a second {{W40kKeyword|Drukhari}} detachment, though the two detachments must have separate keywords (thus, if one uses {{W40kKeyword|<KABAL>}} the second must use {{W40kKeyword|<COVEN>}} or {{W40kKeyword|<WYCH CULT>}}). ***An {{W40kKeyword|Astra Militarum}} detachment can also include a {{W40kKeyword|Militarum Tempestus}} Patrol detachment. ***A {{W40kKeyword|Genestealer Cults}} detachment can also include a {{W40kKeyword|Brood Brothers}} Patrol, Auxiliary Support, or Superheavy Support detachment. ***Any {{W40kKeyword|Chaos}} detachment can also include a {{W40kKeyword|Chaos Knights}} Sperheavy Support detachment composed of one {{W40kKeyword|Dreadblade}} model. ***Any {{W40kKeyword|Traitoris Astartes}} detachments can also include a {{W40kKeyword|Legiones Daemonica}} detachment. ****Any god-aligned armies ({{W40kKeyword|Emperor's Children}}, {{W40kKeyword|Death Guard}}, {{W40kKeyword|Thousand Sons}}, {{W40kKeyword|World Eaters}}) can only take an allied detachment that is of the same god as their own. ***A {{W40kKeyword|Legiones Daemonica}} detachment using the {{W40kKeyword|Disciples of Be'lakor}} Army of Renown can include one {{W40kKeyword|Traitoris Astartes}} Patrol detachment and a {{W40kKeyword|Chaos Knights}} Superheavy Support detachment composed of a single {{W40kKeyword|House Korvax}} model. </div></div> ====Boarding Patrol Detachment==== <div class="toccolours mw-collapsible mw-collapsed" style="100%">A smaller, more contained army list, this list is meant to more accurately portray the conditions of mustering a team that would be part of a boarding Detachment. Unlike the AoO detachment above, this is more meant to work in lower-point games as some sort of midpoint between Kill Team and regular 40K at 1000 points or lower. This does unfortunately come at the cost of several upgrades no longer applying and some abilities needing reworking. Despite this, however, this does come with a lot of caveats to cater to the specific builds of the many armies available. Some of these do a lot to keep them viable in such cramped close-quarters scenarios while others seem to be just mean-spirited nerfs. <div class="mw-collapsible-content"> *'''Mandatory Units:''' 0-1 HQ, 0-3 Troops, 0-3 Elites **Unlike other Detachments, there isn't necessarily a mandatory unit choice that you need to fulfill, for whatever reason. This means you can field a whole army of poxwalkers and plague marines and not care about a plague lord at all. Doing so would be stupid though with the buffs they do provide. *'''Restrictions:''' There's a lot of them, so listen up. **All units must be from the same faction (and it can't be {{W40kKeyword|Imperium}}, {{W40kKeyword|Chaos}}, {{W40kKeyword|Aeldari}}, or {{W40kKeyword|Tyranids}} - they still have to be part of the same sub-faction). **Only one {{W40kKeyword|Character}} model may be taken. **Any units with {{W40kKeyword|Fly}} cannot be fielded, as are those with {{W40kKeyword|Cavalry}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Monster}}, and {{W40kKeyword|Titanic}}. **You can only field a unit at its minimum size. Units of 5+ models must split up into multiple boarding teams, pretty much giving the Combat Squad ability native to marines to everyone. *'''CP Cost:''' 0 CP *'''Command Benefits:''' None. Uniquely, these aren't all the restrictions out there. Alongside the restricted loadout, there's also a bunch of faction specific restrictions to consider as well, enough for GW to release [https://www.warhammer-community.com/wp-content/uploads/2023/01/qPJwZxeX8lH4HarK.pdf a full document about these limitations]. <tabs> <tab name="Imperium"> '''[[Adepta Sororitas]]''' *You may take up to three characters, but only one may have 5+ wounds. [[Ephrael Stern]] can circumvent this despite being accompanied by Kyganil. **Despite these rules, the Triumph of Saint Katherine is blocked off. Guess even the Sisters aren't zealous enough to take the irreplaceable relic coffin onto a space hulk. *No character can take the Rapturous Blows Blessing of the Faithful. *Repentia squads can only be taken in squads of 4 or 9 models, with the latter requiring you to split the squad into one boarding team of 5 and one team of 4. *Arco-Flagellants can only be taken in squads of 3, 5, or 10 models. *You can take one Dominion Squad despite being Fast Attack. '''[[Adeptus Custodes]]''' *No Shield Captain can take the Unstoppable Destroyer upgrade. *Trajann Valoris can't take any enhancements, but he's already way too powerful to need it. *You can only field a Knight-Centura if you take one other {{W40kKeyword|Anathema Psykana}} unit. *You can take one Witchseekers squad despite being Fast Attack. *You can only take Wardens in squads of 3 or 6 models, with the latter splitting the squad into two smaller teams of 3. *You can only take Allarus Terminators in squads of 1-3 models, with the option to split each one up into their own one-man teams. *Daughters of the Abyss only applies to Psykers that can see the sisters. '''[[Adeptus Mechanicus]]''' *Doctrina Imperatives only work if your warlord is a Skitarii Marshal. Similarly, Canticles only work if the warlord is a {{W40kKeyword|Tech-Priest}}. *You cannot take a Datasmith. Just as well, their viability laid more with the Kastelans. *You can only take a unit of Servitors if you take at least one {{W40kKeyword|Tech-Priest}} model. *You can only take one squad of Kataphron Breachers and Destroyers each. *The Shroud Protocols dogma works on enemys over 6" away. '''Agents of the Imperium ([[Inquisition]], [[Imperial Navy]], [[Adeptus Arbites]], [[Officio Assassinorum]])''' *Taking an Inquisitor allows you to take other {{W40kKeyword|Inquisition}} models despite lacking the Agents keyword. This also makes Acolytes troops instead of being Elites like usual. **You can take multiple {{W40kKeyword|Inquisition Character}} models, but only one can be an Inquisitor. *You can always take Assassins despite Character limitations, but they cannot be the Warlord. *Daemonhosts, Jokaero, and Assassins cannot take Enhancements. *When setting up the army, you need to pick between Acolytes, {{W40kKeyword|Navis Imperialis}} troops, and {{W40kKeyword|Adeptus Arbites}} troops. One of these gets ObSec. *Voidsmen-at-Arms do not split up when making boarding teams. *If you only take Exactor Squads and no characters other than the assassins, you can give one sergeant an enhancement as if they were a character. **Curiously, you might be asking "WTF is an Exactor Squad?" Is GW hinting at a possible Arbites Kill Team in 2023...? *Daemonhosts lose their Daemonic Power rules and just get +1 to S and A as compensation to speed things along. *Jokaero can be placed in an entry zone alongside another {{W40kKeyword|Inquisition}} unit that isn't a Daemonhost. *Assassins lose Independent Operative and Polymorphine, instead being able to deploy anywhere within 6" of one of your entry zones. '''[[Astra Militarum]]''' *You can take up to three characters, but only one may have 5+ wounds. *You can add only one {{W40kKeyword|Attaché}} model to each Command Squad. Despite this pushing a squad above the size limit, you can't split them into boarding teams. *You can only take a squad of Servitors if you also take an Enginseer to keep them in line. *You cannot split up Infantry Squads. *Aerial Drop is removed for obvious reasons. *Psychic Maelstrom is now WC8. *Recon Operators doctrine now gives your models the ability to move 6" before the first turn. '''[[Grey Knights]]''' *You cannot buy Wisdom of the Prognosticars. *You can take one Interceptor Squad despite being Fast Attack. **Though usable, they suffer extreme limitations. Their teleport packs only give them a movement of 6" with a once per game ability to teleport, letting them move while ignoring models and terrain, [[Derp|but only as fast as they can normally walk.]] *You can only include one unit of Servitors if you also take a Techmarine to mind them. *If the Tide of Shadows is dominant, enemies count any models over 6" away as being behind light cover. *Psychic Power Changes **Fatal Precognition and Fires of Covenant as well as any other Sanctic witchfire powers can only be used once per phase. **Gate of Infinity is now WC11. **Vortex of Doom is now WC10. '''[[Space Marines]]''' *You can take one {{W40kKeyword|Primarch}} unit despite them being a Lord of War - which might mean there's plans for more than just Bobby G to wake up... **Funnily, this is only exclusive to the loyalists. Apparently Mortarion, Magnus and Angron are just too big to fit in such a tiny cabin. Even with Magnus able to change his size via psychic cheats. *You can take a squad of Assault Marines or Fenrisian Wolves despite being Fast Attack. If you take Assault Marines, then they can't buy jump packs. **The wolves can't take any actions. *You can take an Eliminator Squad or Hellblaster Squad despite being Heavy Support. If you take a Hellblaster Squad, then they are set to a size of 5 models. *You can only take a squad of Company Veterans if you also take a Captain. This squad is set to a size of 5 models. *You can only take a squad of Servitors if you also take a Techmarine to mind them. *Combat Squads is considered redundant considering that the basic rules force all squads to split into 5-man boarding teams. *Outflank does not work. *The Stealthy and Shadow Masters chapter tactics work on enemies over 6" away. </tab> <tab name="Chaos"> '''[[Chaos Daemons]]''' *Flamers can be taken despite the ban on flying. **Exalted Flamers cannot take Enhancements. *Horrors splitting can push a squad size past its initial size, so you can't split them off mid-game. **Blue Horror squads cannot be split up at all. *A pack of Flesh Hounds can be taken despite being Fast Attack. *Any models with {{W40kKeyword|Fly}} can no longer do so. *Warp Storm Changes **Descending Shadow now works on enemies beyond 6" away. **Malicious Misdirection does not work. **Burning Terror costs 5 WST **Wave of Sickness costs 4 WST *Psychic Power changes **Bolt of Change is now WC9. **Infernal Gateway is now WC10. '''[[Chaos Space Marines]]''' *You can take two HQ choices, but one of them must be the Dark Commune. [[Pyrovore|Given the latter's tier of useless, this rule is essentially useless]]. *You can take more cultists, but the number of {{W40kKeyword|Cultists Core Infantry}} units cannot equal more than double the number of {{W40kKeyword|Traitoris Astartes Core Infantry}} units. *You can take one squad of Unnameable Beasts despite them being Fast Attack. *Cultist Mobs can't be split up into boarding teams. *When splitting up Accursed Cultists into boarding teams, one will only contain mutants while the other will only contain Torments. *Only one Legionaries squad may take the Balefire Tome. *Possessed Marines have a set squad size of 5 models. *Masters of Duplicity (aka the [[Alpha Legion]]) works on enemies over 6" away. *Psychic Powers changes **Warptime is now WC9. **Possession is now WC8. :'''Cult of the Arkifane''' - A specialized CSM detachment for the cultists of [[Vashtorr]]. :*You have three additional Troops slots... :**That said, you can only take {{W40kKeyword|Cultist}} units, including the Dark Commune. :**You cannot have more Accursed Cultists than you do Cultist Mobs. :*You cannot take any enhancements aside from the faction's "Technoarcane Blessings". :*None of your units can split into boarding teams. :*Psychic Powers changes :**Warptime is now WC9. '''[[Death Guard]]''' *You can take up to two characters, but one of them must be a {{W40kKeyword|Foetid Virion}}. *You cannot take the Unstable Sickness or Viscous Death contagions. *You can take one squad of Unnameable Beasts despite being Fast Attack. **As an added bonus, these gribblies gain T6 and Disgustingly Resilient. *You can only take one squad of Cultists, and the total number of Poxwalkers and Cultists squads cannot outnumber the number of Plague Marine squads. **Cultists and Poxwalkers cannot be split into boarding teams. :'''Gellerpox Blight''' - A specialized DG detachment making use of the [[Gellerpox Infected]]. :*You can only take Gellerpox Infected and Mutoid Vermin...oh, and maybe one generic {{W40kKeyword|Death Guard Character}}. :**Gellerpox Infected are treated as having the Troops role. :**You cannot take more Mutoid Vermin than you do Gellerpox Infected. :*Gellerpox Infected must be split up into two boarding teams: One made of the basic mutants and the other made of Nightmare Hulks. :*Mutoid Vermin must be split into two boarding teams of 8 models each. '''[[Thousand Sons]]''' *You cannot buy Legion Command upgrades. *You can take one squad of Unnameable Beasts despite being Fast Attack. **''Fated Mutation:'' A new rule for the gribblies, pretty much letting you pick out which roll you want for mutations instead of rolling for them. *You can only take one squad of Cultists, and the total number of Cultists and {{W40kKeyword|Bray}} units cannot outnumber the number of Rubric Marine squads. *When splitting Scarab Occult Terminators and Rubric Marines, the team without the aspiring sorcerer lose the casting and any rules around it. *The Malevolent Change Cabbalistic Ritual casts 5 Cabal Points. *Psychic Power changes **Warp Reality treats open hatchways as viable terrain. **Sorcerous Facade is now WC11. **Baleful Devolution is now WC9. **Dark Blessing is now WC9. **Temporal Surge is now WC9. '''[[World Eaters]]''' *You can take one squad of Unnameable Beasts despite being Fast Attack. *You cannot take more Jakhals than you have Khorne Berzerkers. *Jakhals cannot be split up into boarding teams. *Kharn's The Betrayer ability only works on models he can see. *You gain 1 BTP for each model destroyed. Adapted to account for the much smaller scale of the game. *Khorne Bererkers lose the Blood Surge ability. </tab> <tab name="Aeldari"> '''[[Eldar|Aeldari]] (Craftworlds, [[Ynnari]])''' *Despite having the same keywords and being in the same codex, Harlequins cannot be added here. *Units with the Favoured of Khaine rule (read: Phoenix Lords) cannot take Enhancements. **Phoenix Lords also cannot do the Secure Site action. *Only one {{W40kKeyword|Aspect Warriors}} squad can take an Exarch Power. *Warlocks can always be taken in units of 1-5 models. *Guardian Defenders and Storm Guardians can take Serpent's Scale Platforms and Heavy Weapons Platforms despite pushing the squad size past its starting size. When splitting up the squads into boarding teams, one such team will consist of 6 models and the other 5 models. *Battle Focus is dead. Welp, there goes pretty much all the battle strategy of the Eldar. *Boarding Actions count as Patrol Squads for the sake of Strands of Fate. *When enemies are charged by units using Howling Banshee Masks or Terror's Lament, they cannot use Set to Defend. *Craftworld Attribute Changes **Hunters of Ancient Relics does not work. **When using the Fieldcraft or Masters of Concealment attributes (or Gloomfields), they work on enemies over 6" away. *Executioner is now WC9. '''[[Dark Eldar|Drukhari]]''' *You cannot use Lords of Commorragh upgrades. *You can take one squad of either Clawed Fiends or Khymerae despite not being able to use a Beastmaster and being Fast Attack units. **Any {{W40kKeyword|Beast}} units can't operate hatchways and lose their Beasts of the Arena rule. *Mandrakes lose the Fade Away ability. *You can only include one Court of the Archon, but it can only be comprised of one of each model. *Your Archon gains the Raid Mastermind ability if you take one model of Kabalite Warriors, Wyches and Wracks, allowing all relevant units to take Obsessions. *Obsession Changes **Agile Hunters does not work. **Acrobatic Display cannot let a unit move through walls and closed hatchways. **Speed of the Kill cannot let a unit advance any further than 6". '''[[Harlequins]]''' *If you don't take a Solitaire, you have two HQ slots you can fill with characters. **Only one such character can take a Pivotal Role. **If you take a Solitaire, they can't take Enhancements or a Pivotal Role. **If a Death Jester with the Lord of the Crystal Bones Pivotal Role hits an enemy, the enemy can't Set to Defend or Fire Overwatch. *Solitaires lose Blitz. *The Harlequin's Panoply can't let you move through walls or closed hatchways. *As with the errata, you don't start with any Luck of the Laughing God re-rolls, you can only chance them. *Psychic Power Changes **Twilit Pathways is now WC8. **Mirror of Minds is now WC9. **Webway Dance is now WC6. </tab> <tab name="Xenos"> '''[[Genestealer Cults]]''' *You can take up to three characters, but only one of them can have 5+ wounds. *You cannot buy Proficient Planning upgrades. *Brood Brothers cannot be taken - Not like we even know if any allied detachment rules work in this format. *Neophyte Hybrids cannot be split into boarding teams. *When a unit summons the cult, the number of models they restore is halved. This ability also can't be used more than once per game. *Walls are considered obscuring terrain for the sake of the Exposed condition. *''Concealed Ambush:'' Instead of Conceal, this requires your opponent to set up their army before you do. *The Subterranean Ambushers cult creed apply on enemies over 6" away. *Mental Onslaught is now WC9. '''[[Leagues of Votann]]''' *You cannot upgrade a Brôkhyr Iron-Master into a Brôkhyr Forge-Master. *You can take one Thunderkyn squad despite being Heavy Support. *Enemies don't get Judgment Tokens from using the Fire Overwatch, Set to Defend, or Operate Hatchway actions. *The Multiwave Comms Array lets the unit with it always count as being under the Kâhl's aura. *When using the Crushing Contempt power and rolling higher than the enemy unit's Leadership, the enemy can't Fire Overwatch or Set to Defend. '''[[Necrons]]''' *You can take up to two HQ choices, but one of these must be a generic {{W40kKeyword|Cryptek}}. This does circumvent the no-fly zone restrictions if anyone asks. **You can only take a squad of Cryptothalls if you take a {{W40kKeyword|Crpytek}} to mind them. **You cannot buy the Atavindicator, Metalodermic Tesla Weave, or Quantum Orb Cryptek Arkana. *You can take a unit of Scarab Swarms or Ophydian Destroyers despite being Fast Attack. *You can only take a Canoptek Plasmacyte if you also take another {{W40kKeyword|Destroyer Cult}} unit to protect it. **A Plasmacyte can also accompany any such unit (except the Skorpekh Lord) in an Entry Zone when setting your units up. ***As a matter of fact, you can't set up ANY units in the same Entry Zone as the Skorpekh Lord if they're the warlord. Blame the snootiness getting to their head. *Any models with {{W40kKeyword|Fly}} can no longer do so. *''Lurking Horrors:'' Enemies take -1 to hit Flayed Ones. 2spoopy4u2hit *Dynasty Changes **Translocation Beams lets you move through models, but not walls and closed hatchways. **Aggressively Territorial and Eternal Conquerors doesn't give all units ObSec, but it makes {{W40kKeyword|Infantry}} units count as having one more model for the sake of capping. ***Relentlessly Expansionist only lets units move 6" before the first turn. '''[[Orks]]''' *You can take up to two characters, but one of them must be a Runtherd. You can only have one such Runtherd in your detachment. *You can only take one Kustom Job in your detachment. *You can only take one squad of Gretchin. This squad cannot be split into boarding teams. **When setting up this squad, you can also put the Runtherd in the same Entry Zone as the grots. *You can take one squad of Flash Gitz despite them being Heavy Support. *You can only take two squads of Meganobz. *If a model with a tankhammer misses, that model dies and their unit suffers a messy d3 mortal wounds. *Kommandos' Neck Slittaz applies to anyone within 1" of an open hatchway or when using a Distraction Grot. *Kultur Changes **Taktiks applies to any models over 6" away from the enemy. **Lucky Blue Gitz does not give everyone ObSec, but it makes all {{W40kKeyword|Infantry}} units count as having an additional model for the sake of capping. *Da Jump is now WC 11. '''[[Tau Empire]]''' *You cannot buy Prototype Systems. *You can buy a hover drone for your Ethereal despite the ban on flying. **You can also buy a {{W40kKeyword|Crisis}} or {{W40kKeyword|Stealth Battlesuit}} unit (including Farsight) despite this same ban. ***Farsight only has 3 Attacks for some reason. Is a Crisis Suit really that clumsy in such cramped spaces? *You can take a squad of Pathfinders or Drones despite being Fast Attack. **Despite being able to field Drones as a unit, you can't attach them to another squad. Similarly, your Fire Warriors can't take their turrets. [[Derp|Despite the Eldar getting theirs]]. *You can only take {{W40kKeyword|Kroot}} units after taking a squad of Carnivores. Sadly, Vespid are not given such niceties. **One squad of 1-3 Krootox Riders can be taken via this way, despite having the {{W40kKeyword|Cavalry}} keyword. **A squad of Kroot Hounds can also be taken via this way despite being Fast Attack. ***Kroot Hounds can't perform any actions. **{{W40kKeyword|Kroot}} squads cannot be split into Boarding Teams. *Any models with {{W40kKeyword|Fly}} can no longer do so and gain a move speed of 6". *Manta Strike does not work for obvious reasons. *Tenet Changes **Masters of Urban Warfare and Camouflage Experts affect enemies over 6" away. **Strike Fast applies to all Entry Zones instead of a Deployment Zone. '''[[Tyranids]]''' *Neurothropes, Venomthropes and Zoanthropes can be taken despite the ban on flying. **That said, the option between Zoanthropes and Venomthropes is mutually exclusive; you can't take both broods. *You can only field one Lictor. Presumably, this also applies to the Deathleaper. *You can take a unit of Ripper Swarms despite being Fast Attack. *Hormagaunts and Termagants cannot be split into boarding teams. *Any models with {{W40kKeyword|Fly}} lose the ability to do so. *You can ignore walls and closed hatchways for the sake of determining who's in Synapse or who can benefit from Synaptic Link - unless it's to see who can cast psychic powers. *Biomorphology Changes **Synaptic Goading does not work on all {{W40kKeyword|Endless Multitude}} units, instead only letting one unit move 6" before the first turn. **Tunnel Networks and Naturalised Camouflage works on enemies over 6" away. *Paroxysm stops the target from using Set to Defend or Fire Overwatch. </tab> </tabs> </div></div> ====Specialist Detachments==== Not a detachment on their own, Specialist Detachments are an upgrade to regular detachments and the spiritual successors of the 7E mega-formations, but now they function like "premium" Warlord Traits, Stratagems and Relics locked behind a 1CP paywall. More fluffy than OP (''usually'') and the real meat of Specialist Detachments are the Stratagems (i.e. the Specialist Detachment's benefits only kick in if you're willing to sink a lot of CP into them first), so the fanbase didn't rage that hard this time. <sub>Imperium Nihilus - Vigilus Defiant campaign supplement, 2018.</sub> *A detachment may be so upgraded only once, ''even if the Specialist Detachment upgrade affects different units in it''. Of note, specialist detachments are no longer legal in matched play. *Replacing them are ''Armies of Renown'', which are essentially the same thing but they don't cost a CP to enable.
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