Editing
Warhammer 40,000/7th Edition Tactics/Renegades and Heretics
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===HQ=== *'''1+ Renegade Command Squad:''' Compulsory guard-style command squad consisting of your commander; the Arch-Demagogue, and four to fourteen of his disciples. One guy can take a banner and another can take the Command-Vox, both are almost compulsory selections that will mitigate much of the army's morale problems. Only one guy can take a special weapon and two disciples can be turned into a Heavy Weapons Team (and are the only unit in the army that can take Flak Missiles) regardless of squad size, so larger squads don't necessarily become more effective. Chaos Covenants and Demagogue Devotions give additional army options, as described above. **Since Archdemagogues are basically a buffmander that doesn't really have any hard hitting ability of their own you should either camp them in a chimaera/fortification/artillery unit or run them at max squad size. Don't give your opponent an easy warlord kill. *'''0-1 Enforcer Cadre:''' Think evil commissars and you wont be far off, slightly better too since they have 2 wounds as standard. They are now much cheaper, but lost their reliable Ld and they can only be attached to Renegade Infantry / Mutant Rabbles / Renegade Veterans and they don't have the option of Chaos Covenants. However, they give the squad they are attached to +1 Ld and must kill one chosen model in the unit if they fail a morale check. This execution allows for a single re-roll. **They may also take Combat Drug Injectors and give 50 Pistol/CCW Mutant squaddies four attacks on the charge! *'''0-1 Renegade Psykers Coven:''' You can get 1-5 Lv1 psykers that must be deployed as individual units, so be careful in any mission where your opponent can get any objectives involving wiping out squads with shooting or assault since all their powers are short ranged. They can not be attached to the other squads due to the Aura of The Witch rule - this is likely done to prevent squads from using the psyker's flat Ld 8. Unable to join units for wound allocation meat-shields, these guys are going to go down fast and hard if they are caught out of cover, with a 5+ invuln save being the one thing between them and a Commissar's boot... the fact that their powers all have such short range certainly won't help matters, either. Renegade Pyskers do not draw from the disciplines in the rule book and therefore do not have access to psychic focus. Instead, they have their own table, and if they suffer Perils of the Warp, they turn into daemonhosts and become WS5 S5 T3 W2 A3 Rending, FnP 4+ melee units for the rest of the game. While this is unfortunate, you don't have to worry about having a completely wasted unit if you roll perils on your first turn. They also get both of their wounds back, regardless of how many they had before they started to RIP AND TEAR. Having a Primaris Rogue-Psyker as your warlord lets you take another Coven, allowing for a full-on Tzeentch cult. You can also abuse this to generate an unseemly amount of warp dice. **'''Random Powers''' ''Roll D6'' : ***'''1-2:''' Malediction that reduces the target units Initiative down to 1, and causes them to only snapfire. ATSKNF & Stubborn units can ignore with a Leadership save, whilst Fearless units are immune. Not particularly effective on marine-based (see: most of the hobby) armies. Hilariously trollworthy against Astra Militarum and Tau. ***'''3-4:''' Witchfire that has 12" range, S7, Blast and Haywire. Good for knocking a solitary hull point off of a vehicle, or wounding a few GEQ but not much else. Adding Haywire was actually a nerf against light vehicles since Haywire takes place '''instead of''' of rolling to penetrate normally, actually dropping your chances of causing a penetrating hit against AV10-11 but increasing your chances of glancing... [[Forgeworld|oh well.]] ***'''5-6:''' Blessing that confers Fleet & Crusader, so it makes your units run a little further. **So yeah - Renegade Psyker covens suck. They're bought as one choice, but must be deployed as separate units and can't join any other units under any circumstances... so Kill Points ahoy! The jury's still out on whether you can attach other guys to these one man squads, but why would you? I guess you could give your CSM Sorcerer some kind of fluffy lick-spittle apprentice. Perhaps consider instead an allied CSM Sorcerer, Daemon Prince, Greater Daemon or Herald if you think you need beefier psyker representation. You could theoretically take ten of these guys (five in HQ, five in Elites) for less than 400 points if you had a Primaris Psyker Witch Arch-Demagogue and were of an insane mindset. ====Special Characters==== Special characters have been re-introduced in the Imperial Armour: Siege of Vraks book, though the original Renegades characters (Arkos, Necrosius & Zhufor) have all been shuffled off to the core Chaos Space Marines list, leaving the core Renegades & Heretics list without any special characters at all. If you want them you have to take the Renegades of Vraks Variant army list ''(for Mamon or Uraka)'' or take Chaos Space Marine allies.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information