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==Armory of Chaos== Remember a time when you had to flip back and forth between a wargear page and your unit entries? /tg/ remembers, and 3.5 was awesome because of it. Well guess what's back? Yeah, that's right - one BIG inventory section to pick your wargear from. Here are all the goodies the Dark gods are willing to let you work with. Sadly, there's some dead weight intermixed with otherwise generic items, and the retarded awesomeness of the Kai Gun is missing. What can we say? This isn't 3E and it's not like those days will be coming back any time soon. Just enjoy the fact it's better than what the last codex was... ===Melee Weapons=== Nothing too unique here. These are for Aspiring Champion models in pretty much any of the squads that have champs and any models who say they can take wargear from this list. Take note: Terminator Champions have to take wargear from the Terminator weapons list (which ends up costing a lot more.) You can replace either the model's bolt pistol or CCW with one of theses, or replace BOTH the pistol and the CCW with two. So you can have two fists or two chain axes for that awesome factor you were aiming for. Knock yourself out. * '''Power Weapons''': There are four flavors to enjoy: sword, maul, axe, and lance. **The sword is AP3, but is otherwise a standard melee weapon (importantly, it doesn't mess with your initiative). However, since it's the same price as the lightning claws, you probably want to take that instead, as those bad boys come with Shred (allowing you to reroll To Wound), but unlike the claw it isn't a specialist weapon. **The maul adds +2S and AP4, meaning it's a fair bit nicer than the chainaxe, albeit at a slightly higher price. It also comes with Concussive; enemies that take a wound from it are knocked down to I1 for the next turn. These are good for monstrous creature hunting and killing Necrons and Tau. **The axe adds +1S and AP2, but it's Unwieldy (which brings you down to I1); in other words, it's a weaker power fist. Only take one if you can't afford a fist, or want the extra attack. **Lastly, the children of the Dark Gods get their hands on the (all-new this edition) power lance, which is AP3 and +1S on the charge, and AP4/model's strength otherwise. It's fairly decent (especially combined with a Dirge Caster-carrying Rhino), but good luck finding one. It literally can't be found on any Chaos sprues, so if you want to use it you'll have to improvise. * '''Lightning Claws''': You get AP3 and Shred (which lets you reroll To Wound). If you're taking one claw, you should take a second one or a power fist, since both claw and fist are now Specialist Weapons and thus you [[Awesome|get +1A when taken together]]. The lightning claw is almost always superior to the power sword, especially so if the bearer has 3+ attacks. The only potential downside is that you won't get the extra attack from having a melee weapon and a pistol, but seeing as how lightning claws are particularly good against tougher opponents (and you should be slaughtering low-Toughness models anyway), you should probably just take these. * '''Chain Axe''': It's a basic melee weapon, except it has AP 4. Berzerker squads get these for only 3 points per model, instead of 8. Note that they aren't good enough to chop up Marines; you need ''real'' power weapons for that, so don't rely too heavily on these, especially given that power weapons are only a few points more. * '''Plague Knife''': The other cult weapon. Poisoned CCWs that Plague Marines get as stock wargear. * '''Power Fist''': Just the same as any other codex: double the strength, but I1. If you're stuck but you want to spend <i>some</i> points on melee weapons, this is a good choice. Also, as stated above, both these and the Lightning Claws are Specialist Weapons, so you get +1A if you have one of each. ===Ranged Weapons=== Like the melee list, these are for all the Champions who aren't wearing terminator armor (see list below for their options) and any of the units who specifically say they can take items from this list: * '''Combi-Bolter''': A Twin-Linked Bolter. Simple enough. Rapid fire at 12 inches makes this a twin linked storm bolter. Have fun. * '''Combi-Flamer/-Melta/-Plasma''': A Boltgun with a built in Meltagun, Plasma Gun, or Flamer. The secondary weapon gets a single shot per game. Useful, but use it wisely. * '''Plasma Pistol''': Self explanatory. Too bad GW still hasn't realized that it isn't worth 15 points for a weapon that has a chance to explode and kill you. ===Terminator Weapons=== This is for Terminator Champions and Lords and Sorcerers wearing Terminator armor. You can replace the Combi-Bolter and/or your standard power weapon with any of these, the only exception being you can't swap out your standard power weapon for a Combi-Weapon. * '''Combi-Weapon''': Relatively cheap and overall solid choice. Deep Striking 3 man Termicide squads with 3 Combi-Plasmas/Meltas can be a great diversionary tactic. * '''Power Weapon''': Because dual-wielding Power weapons makes you look cool. Not much else besides unless you really care about being able to shoot things and ''Overwatch''. * '''Lightning Claw''': You want a lightning claw? If you do, take either another one or a power fist for your other hand. That way you don't have to strike at I1 with the fist if it is too risky, plus you pair Specialist weapons for an extra attack. * '''Power Fist''': It's a power fist. If you want to, take a second fist for your other hand so you can live out your boxing match fantasies with [[Marneus Calgar|Marneus Calgar]]. If not, make sure to take a claw with your fist. * '''Chain Fist''' It's a power fist that wrecks vehicles even harder. Take it if you like [[Khorne|chainsaws]] and [[Slaanesh|fisting things]]. Also a Specialist weapon so grab a lighting claw for your other hand. ===Special Issue Wargear=== These are for any of the units who say they can take wargear from this list. Usually just Chaos Lords and Sorcerers. * '''Jump Packs''': Makes you jump Infantry. Group your Chaos Lord or Sorcerer with some Raptors and let him follow his dreams. * '''Blight Grenades''': Diseased heads that counts as both assault and defensive grenades, they have lost the 8" Stealth rule but now they can cause Blind if the Roll to Hit succeeds! Between these and Fearless, Nurglite Chaos Lords are excellent for leading units of lesser troops. Plague Marines get these by default! * '''Melta Bombs''': Melta Bombs, good for exploding things made of metal or flesh. * '''Sigil of Corruption''': A 4++ save. This can be further improved with Mark Of Tzeentch to give a model a 3++ save, since we don't get Storm Shields. Dark Apostles get these as part of their starting wargear. * '''Chaos Bike''': It's a bike. It comes with a twin-linked bolter. It gives you all those bike special rules like Jink. Make your Chaos Lord [[Doomrider]] or something. Arguably, the TL bolter you get with the bike counts as a weapon, so you can exchange it for something flashier (such as the Burning Brand). Just remember that you need to WYSIWYG it so you don't get punched in the face. ===Marks of Chaos=== Marks of Chaos have changed in the new codex and give everyone the same bonuses, with the added change of giving access to the corresponding god's psychic powers; their cost will also vary depending on said model/unit. Marks will also color a unit's access to some wargear. * '''[[Khorne]]:''' Bestows Rage and Counter-Attack. Daemon Princes of Khorne gain Furious Charge and Hatred (Slaanesh). Being the cheapest Mark (at least for most units), it's probably one of the least useful, because it only lasts on the charge and then you lose the bonuses in all subsequent rounds. It's somewhat powerful for the first round if you get the charge, and can help if you fuck up your positioning and get charged yourself. This is especially true of a mob of Cultists, who can get an absolutely rapetastic amount of attacks with this baby even if they get charged, instead of drowning some unlucky sod under piles of dead chaos-worshiping corpses come the assault phase. Not as good on actual space marines. Decent for units with power weapons such as Terminators, as an extra attack at S4 AP3 is vastly superior to one at S4 Ap-. * '''[[Nurgle]]:''' Bestows +1T and forces psykers to roll on Nurgle powers. Daemon Princes of Nurgle gain Shrouded, Slow and Purposeful and Hatred (Tzeentch). This is quite nice for most units, giving you a bit more protection from small-arms fire and largely eliminates the chance of Instant Death for multi-wound models (oblits & mutilators), and while it doesn't directly make your dudes as killy as the Mark of Khorne, it often negates some of the casualties they may have taken while footslogging accross the field and catching overwatch bolter fire. * '''[[Slaanesh]]:''' Bestows +1I and forces psykers to roll on Slaanesh powers. Daemon Princes of Slaneesh gain Fleet, Rending (only useful against vehicles, since they're already AP2 thanks to Smash), +3 inches to every run move, and Hatred (Khorne). Although +1I doesn't seem that great, it means that you'll be hitting before the Loyalist scum and thus won't take as many wounds back. Units Marked with Slaanesh now also grant Eldar the USR Hatred (Slaanesh), while at the same time forcing them to suffer a -1Ld penalty against Fear. Now, I know what you're saying, "But unless your Slaaneshi unit is composed of Daemons OR Raptors, they don't have Fear so Eldar wouldn't suffer from -1Ld fear penalty". That's why Telepathy exists. Both Chaos Marine Sorcs AND Slaanesh Daemons with access to psychic powers can roll on Telepathy. Get a 3 and all of a sudden your ENTIRE ARMY scares the panzy little space elfs. The nerf to Runes of Warding means that they can stall you for a turn, but in the end they'll just have to sit back and [[Rape|let it happen]]. *'''[[Tzeentch]]:''' This Mark is largely inadequate, for a few reasons. Firstly, it's usually at the upper end of price of all Marks. The only benefit is +1 to invulnerable save (which means a 6++ if the model doesn't already have one). Oh, and ''forced'' access to Tzeentch's Discipline, which is a mixed blessing at best. Importantly, giving this Mark to a Sorcerer does not upgrade his mastery level or let him take more psychic powers, so Mastery Level 1 Sorcerers are gonna be stuck with whatever power they rolled on Tzeentch's discipline - and the fact that the Tzeentch primaris is utter shyte does not aleviate matters. Now, the bonus to invulnerable save CAN certainly be nice IF you already have Terminator armour or a Sigil of Corruption, because it DOES stack with both of them, making Terminators, Obliterators and certain Lords more likely to not die when they are inevitably hit with plasma/grav/D weapons. Daemon Princes of Tzeentch have it slightly better, as they re-roll saves of 1 and gain Hatred (Nurgle), which is a fairly nice benefit (especially with the Traitor Legions artifacts they can now gain access to, for more information see Night Lords), but again, if he's gonna be a psyker, you're gonna have to take at least one Tzeentch power. ===Icons of Chaos=== Icons are now issued to an individual model in a unit, and provide the whole squad with specific benefits. As it's a flat cost per unit, icons are more points-efficient the more models there are in said unit. Note that squads with a specific mark are limited to taking icons respective to their mark. Also note that ALL icons also add an additional 1 to assault results. *'''Icon of Wrath:''' Limited to units with the Mark of Khorne, this Icon grants Furious Charge and allows the unit to re-roll charge distances. This makes the unit, essentially, a squad of mini-'Zerkers. If you're going to spend the points to give them the Mark of Khorne, you might as well go all the way and give them the Icon as well, especially since re-rolling charge distances is such great utility. *'''Icon of Flame:''' This Icon is limited to units with the Mark of Tzeentch, not that it matters, because you won't take it, because it gives Soulblaze to bolt weapons (and ''only'' bolt weapons) in the unit, and Soulblaze almost always sucks. *'''Icon of Despair:''' This Icon is only for units with the Mark of Nurgle, but again, it doesn't really matter, since it bestows Fear, which, in a game dominated by Space Marines who ''Know No Fear'', isn't useful. If you ''know'' you're going up against an army like Imperial Guard that has low Leadership across the board, it ''might'' be worth it, but even then, Fear is still less than useful especially when you can run your guys as Crimson Slaughter and use the points on more useful upgrades. *''' Icon of Excess:''' Finally, an Icon that's unequivocally good! The Icon of Excess is only for units with the Mark of Slaanesh, which is a shame, since it grants Feel No Pain, thereby making units with the Icon nearly impossible to crack without a sustained effort. It's especially nice with Havocs and Noise Marines. However, beware of going ''too'' crazy with them (although that ''is'' the Slaaneshi way...), as it's by far the most expensive of the Icons. ** Emperor's Children are going to want to pile on as many of these as you can stomach paying for. The FNP becomes a 4+ instead of a 5+, even outside of a Rapture Battalion, and a unit-wide coin flip is always a nice buffer for the wounds that get past your normal saves. *'''Icon of Vengeance:''' This last Icon doesn't have a Mark requirement, as it's generically Long War-themed. It grants Fearless, and that is a very, very good thing, as it compensates for the Chaos Marine lack of And They Shall Know No Fear, and it's economical on squads with more than 10 models (which is what Chaos excels at, after all). ===Chaos Rewards=== Chaos rewards are god-specific steeds, buffs and gimmicks. Reserved for certain models such as Chaos Lords and Sorcerers, whose entries specifically state what they can take from this list: * '''Ichor Blood''': Any time the model with this fails to save a wound, the unit who inflicted the wound takes a S3 AP4 hit. Marginally useful against anything with T3 and shitty armour saves (if you remember that you bought this unuseful upgrade), but ultimately stupid. Phil Kelly apparently forgot he wasn't writing the Tyranid codex. **Alternate Take: If using a Slaaneshi character, if successful in rolling for FNP, you still get the hits from the blood; RAW the wound is unsaved, but discounted by FNP. If you have the 5 points to spare, and are running the Emperor's Children (see below), this might be worth it for a fluffy character. * '''Gift of Mutation''': A free roll on the Boon Table before the game starts for 10 points. Ignore Prince and Spawn rolls. Not too bad, but can end up being a point sink that gives nothing in return. Would have been marginally better in a Chaos Warband, due to "buy one get one free" - except the Favored Sons rule quite explicitly only applies when killing enemy characters. * '''Aura of Dark Glory''': A cheap 5++ save. Although nice, it's overshadowed by the Sigil of Corruption in Special Issue Wargear, which is slightly more expensive but gives you a 4++ save. However, it is recommended for the Warpsmith, who can't take Special Issue Wargear. **<b>Note:</b> Thousand Sons come with this standard, combined with the Mark of Tzeentch to give them a crunch-explained 4++ save. ** In a Thousand Sons army where you're going for Blessing of Tzeentch every round this lets you save 10 points per character (as your MoT caps at 3++ anyway). Given that it's rare for your characters (including unit sergeants) to not be Psykers in the first place, rely on Blessing and save the points. * '''Combat Familiar''': A little Daemon munchkin who fights with his master. Counts as being on the same base as the model it was bought for. Adds two S4 AP- attacks in Assault. Whoop-de-doo - looks like Phillipus forgot he was writing CSM and not Orks. Pass. * '''Spell Familiar''': Lets you flat-out reroll failed Psychic tests. At 15 points, this is an auto-take for your Sorcerers. Curiously enough, any HQ can take this, though it would only matter if you're fooling around with Daemon Princes or the Scrolls of Magnus. Then we have our Steeds. As before, the only models who can take a steed are Lords or Sorcerers without Terminator Armor. These really should have had their own separate section in the armoury... * '''Juggernaut of Khorne''': Excellent choice if you don't want your head honcho to be a Terminator Lord. The Juggernaut gives +1T, +1 Wound, and +1 Attack AND the model becomes cavalry. Give the Lord any of those new crazy new daemon weapons and bring glorious slaughter to your enemies in the name of Khorne. * '''Disc of Tzeentch''': Basically a Jetbike that grants your HQ an extra melee attack. At 10 points more than a regular Bike, and lacking the twin-linked Bolters they normally get, you better have a good reason to use this. The real issue with the Disc of Tzeentch is there really isn't a good unit to join a character to, that it can fully take advantage of the extra Jetbike rules. You "could" make the case for using the Disc for a "Gunship" Sorcerer but Daemon Allies do that better. * '''Palanquin of Nurgle''': +2 Wounds, +1 attack and you become Very Bulky. The problem with this upgrade is that your character does not gain any movement bonuses from it, and it requires the Mark of Nurgle, effectively making this combo a 60-point investment base. There are a few edge-cases to argue for taking this mount though; the first one is if you're trying to build a deathstar (why?) with Chaos, as a Lord with this and some source of Eternal Warrior would be admittedly tough to kill. The second case would be if you want to experiment with Daemonology; since Perils of the Warp has a 66% chance of outright wounding a Psyker with no defense whatsoever, and so doubling the wounds of your Sorcerer is one potential workaround. * '''Steed of Slaanesh''': More special rules than the rest of the steeds. This one gives you +1 attack & Acute Senses, lets you move an extra 3", you become Cavalry and you and the unit you join gain Outflank. If you're running an infantry-heavy Chaos build, and were planning to take a Sorcerer anyway, this may be useful for a late-game Objective grab. ===Artefacts of Chaos=== This is where you find your Daemon weapons and other cool Chaos-y stuff. You're only allowed one of each per army. The Axe of Blind Fury and Black Mace are Daemon weapons, which just like before, add +D6 attacks, but a roll of 1 automatically wounds the model with no armor or cover saves (although you can still take Invulnerable saves) and reduces him to WS1 for one fighting sub-phase. Note that these weapons are not restricted to just Chaos Lords - any model that can take wargear from the Artefacts of Chaos list has access. Also keep in mind that a model who ascends to Daemonhood loses all wargear and rules, so if you take one of these and ascend during the game you don't get to keep your toy. Among your chief weapons are: * '''The Murder Sword''': Take a Power Sword. Make it cost twice as much, and make it cost an extra 5 on top of that. In exchange, you get to nominate **one** enemy character, and while you're in base-to-base contact with that character (presumably due to a Challenge), it becomes double-strength, AP 1, and causes Instant Death. The problem with this one is simple: It requires too many variables to go off for it to work as planned, the really powerful characters out there tend to have some form of Eternal Warrior, and for 5 points more, you can run the "Power Fist/Lightning Claw" combo, granting your Champion far more versatility and more deadliness against a far wider variety of targets. * '''The Black Mace''': The Black Mace is a Daemon Weapon with Fleshbane, AP4, and a nifty special rule: '''Cursed:''' When it causes an unsaved wound, the model who took it must immediately make a Toughness test (6s automatically fail) or be Removed From Play. No ifs, ands, or buts. Not only that, at the end of any phase where the weapon has caused at least one wound, all non-vehicle enemy models nearby the Mace must also take a Toughness Test or take a wound with no saves of any kind allowed. If you're looking for a monster-killer, or a way to mulch through tarpits, this is up there, and if you can get Enfeeble (or run a Prince with Grotti The Nurgling) nearby, this thing goes from "scary" to having the effect of a localized black hole...assuming the Prince survives any retaliatory attacks that is. Alas, it does not benefit from Vector Strike. * '''Axe of Blind Fury''': Reserved for those with Mark of Khorne. Adds +2 Strength at AP2 and gives the Rage USR (even though Mark of Khorne already gave you Rage, Daemon Princes of Khorne will benefit from it). Really nice, but it lowers your WS and BS by 1 which is a bit of a bummer. Still, A Chaos Lord or Apostle with this can go nuts. Thanks to the latest FAQ, Daemon Princes of Khorne can take the Axe of Blind Fury. * '''Burning Brand of Skalathrax''': This is the very Flamer that Kharn himself used to fragment the World Eaters from a unified force to numerous fragmented warbands in the Skalathrax Incident. It's basically an AP 3 Torrent flamer with Soul Blaze. The Soul Blaze is mediocre, but Torrent and AP 3 take this artifact over the top. A really nice artifact. Whether you use it for a Daemon Prince to act as a pseudo-Heldrake (Vector Strike an enemy, burn another enemy), you use it to make a "tax HQ" more dangerous (if you just want to pop a Lord in a Rhino, this is a good way to make him a contributing fighter), or you want to toss it in a Terminator Annihilation Force so you can "double-tap" it on the way down, this is a really nice artifact for its cost. {{40k-Ranged-Weapon-Profile|range=Torrent|strength=4|ap=3|type=Assault|rof=1|rules=Soul Blaze, Template, Torrent|align=center}} * '''Scrolls of Magnus''': Big scroll of spells reserved for the mortal followers of Tzeentch (alas, a Prince cannot take it), so [[Meme|put on your robe and wizard hat]]. At the start of every turn, your character may elect to take a S3 AP 1 hit to roll for a random power; you roll one die to see which discipline you roll on (Pyromancy, Biomancy, Telepathy, Tzeentch, Telekinesis, or Divination), and you roll another die to see what power you actually get. If the bearer of the Scrolls of Magnus was not already a Psyker when generating a power, the character becomes an ML 1 Psyker, so you can have a [[Awesome|spell-slinging fighting Lord]]. If you roll a power you already have, reroll. **'''The Bad:''' Cool though it may seem, this actually has some pretty big downsides. The first is the point cost. For the cost of taking the Mark of Tzeentch and the Scroll of Magnus on a model, you could buy another Sorcerer altogether! You can't take Primaris powers, though if you roll for only one non-Tzeentchian Power, then you'll have it from Psychic Focus (''sigh'', and the Chaos Psychic Focus for Tzeentch, not that anyone cares for it); admittedly, Biomancy's Smite can be nice when your Lord is BS 5, and Psychic Shriek/Prescience never go unwelcome. The whole process is totally random: you won't necessarily get a spell that's useful to you, but you won't know until after you take the hit. Which brings us to the really big downside: every time you roll on the table, '''including re-rolls''', the model takes a S3 AP1 hit. Plus even if you know a lot of different powers, you'll only be able to cast one per turn anyway due to your limited Mastery Level. **'''So Why Take This''' - If you want to add "another Psyker" to any formation with a mandatory Chaos HQ, this gives you another option. While you can run a Cabal if you want multiple Sorcerers or use Daemon allies, this lets a formation's Dark Apostle "do something" besides provide passive auras, while a Disc Lord of Tzeentch is pricey but effectively a mini-monster in his own right. If you're running the Mark of Tzeentch anyway (to turn a Sigil of Corruption into a "Hands-free" Stormshield, or for tougher Terminator armor), you can justify 25 of the points for the Scroll as "an extra Warp Charge", with 20 points accounting for the luxury of an unorthodox Psyker vector, and the ability to learn multiple powers throughout the game. Note that if you give this to a Disc Lord, his T5 and (likely) 3++ make taking a wound from the power generation quite unlikely. * '''Dimensional Key''': The Dimensional Key activates after its holder kills a model in close combat. From that point onward, any enemy model that starts any phase within 12" of the holder treats all Terrain as both Difficult and Dangerous terrain for the duration of that phase. On top of that, all friendly Codex: Chaos Space Marine units that Deep Strike (anywhere, not just within 12" of the bearer) don't scatter for the rest of the game. **''Analysis:'' A cute item with a flawed implementation. The problem with it is that unless you're fighting an army that wants to assault you, or one is extremely lucky, you can expect to reach Assault by turn 2 at the earliest. This wouldn't seem too bad, until one remembers that reserves start to arrive at the beginning of turn 2 on a 3+. This means that generally, 2/3rds of your reserves will have already arrived by the time you activate it. Those remaining units will certainly arrive safely, but it's difficult to justify 25 points on a wargear option that affects, in the vast majority of cases, two units at best, chosen randomly. ***'''NOTE:''' With traitor Legions, turn 1 assaults are now quite viable between the World Eaters bonus move/talisman and/or a Black Legion Raptor talon assaulting from deepstrike turn 1. **''Making the Key Work:'' Let's suppose you do have your heart set on trying this toy out and aren't playing the Black Legion. How do you make the most out of it despite its flawed design? One possibility is to consider the Deep Strike a "nice-to-have" bonus rather than integral to your battleplans. To a certain extent, the Key lets your unit march into the open, and delay "countercharges" to some degree. A -2 to charge distance can make the difference between your opponent getting the charge or just standing there in the open waiting to be charged. If you really want to get that Deep Strike Bonus, Soulswitch or Worldwrithe both give you the option for Turn 1 assaults, should you roll it; the problem remains relying on excessive luck on generating Psychic Powers. Should you be running fortifications anyway, the Comms Relay lets you reroll reserves, both failed and successful, should you '''really''' wish to play with your guys off-table for more turns than normal. One final edge-case is that the rules as written state "units that arrive from Deep Strike" and Gate of Infinity also states you "arrive by Deep Strike." Chaos lacks Hit and Run or other ways to truly disengage, but this "could" give you the edge if you were trying to create an Obliterator analogue of the more infamous Centstar...one without Grav, mind you. **''In apocalypse:'' When you have the ability to choose when your reserves come in, this really gains some traction. '''Overall:''' The core Chaos Relics are generally focused on hitting your opponent harder. You'll notice no defensive wargear in here. Of them, the Axe of Blind Fury and the Black Mace are both dangerously powerful (the latter more so on a Daemon Prince or a Sorcerer that rolls Iron Arm), and the Burning Brand is "boring-yet-practical" at what it does. The Murdersword is too situational and expensive to take advantage of, and the Dimensional Key would be awesome if it was easier to trigger, but is relegated to the realm of "gimmick" otherwise. The Scrolls of Magnus are an expensive gimmick but "can" be used if you want to turn a mandatory HQ into a "backup caster". ===Vehicle Equipment=== Huh. Looks like everybody else forgot these existed. In any case, there's some pretty interesting stuff in here worth a look. * '''Combi-Bolter''': No, seriously, I promise, there's interesting stuff in here. The vehicle combi-bolter is the same as the one in the Ranged Weapons section, giving you a little bit more fire. Not super-useful, but it's only five points. It also protects your actual guns from "weapon destroyed" results since now it is randomly rolled instead of chosen by the opponent - so if your big spiky Vindicator gets [[anal circumference|penetrated]] you have a 4+ save against Demolisher cannon removal for only 5 pts. * '''Dirge Caster''': Funny, if nothing else. Enemy units within 6" can't Overwatch. This can be usable in some cases (Land Raiders, Helbrutes, and Maulerfiends), but you can mitigate Overwatch without having to explicitly shut down your opponent's movement. There are some fringe cases where it can be useful (shutting down Supporting Fire or "Wall of Death", or "Reckless Abandon" if you're fighting a Corsair player), but you *are* driving your vehicles point-blank so be prepared! * '''Dozer Blade''': The Dozer Blade lets you reroll failed Dangerous Terrain tests, changing the odds of your vehicle becoming immobile battlefield terrain from 1/6 to 1/36, and makes your Rhinos deadlier when ramming stuff. For such a cheap price, it's worth taking if you find yourself driving through terrain on a regular basis. Since you don't get Drop Pods, and want your Marines to get from Point A to Point B, consider this a near auto-take for your Rhinos. * '''Warpflame Gargoyles''': Soul Blaze. Pass. * '''Combi-weapons''': You can take a combi-flamer, -melta, or -plasma. Well, you <i>can</i>, but it probably won't be all that useful. ** '''Second Opinion:''' Actually, one of the things that keeps Sisters competitive is Melta weapons on cheap, plentiful transports, so combi-meltas on Rhinos might be worth it. Sure, we don't get multi-meltas, but we also get more than 15 options and plastic models, so it's a trade off. * '''Extra Armour''': Vehicles with this count Crew Stunned as Crew Shaken when rolling on the Vehicle Damage table. Useful for a Land Raider (which itself is arguably not that useful), but for most other units, they'll die from HP depletion before this effect takes place, or they're effectively useless if Shaken anyway. * '''Havoc Launcher''': One of our more unique pieces of equipment, this is basically a frag missile launcher with 1 better S and AP. It's also twin-linked and only 12 points. It's very nice to stick on your Rhinos to add to fire power against GEQs. Putting it on other tanks can also help protect their more relevant guns. You too can rain fiery hell down upon your opponents! * '''Destroyer Blades''': Tank Shocking troops is nice right? Why not add some blades that do d6 s5 hits? Oh, they're gonna Death or Glory? Well take 2d6 S5 hits fools. The only problem is the price; on regular Rhinos, it almost increases their cost by 50%, while not making them any harder to kill, while your heavier vehicles generally want to be sitting back and shooting stuff. * '''Daemonic Possession''': Handy if your vehicle relies on blasts or templates to kill stuff. This means a Vindicator. Otherwise, it's mostly a pass: first off, it lowers your BS to 3, which is still okay, but not great. Secondly, on any transport vehicles, it has a chance of nomming a random member of a transported squad '''without any saves of any kind possible'''. On the other hand, it regains a Hull Point, which is nice. It can also ignore Shaken and Stunned results (although the riders don't). It might work, but there's always a chance it will up and kill a member of your expensive Terminator squad. On the other hand, Cultists becoming hull point sacrifices is somewhat of a possibility. * '''Malefic Ammo''' (Forge World): Only available to Infernal Relic vehicles, it grants Rending for Heavy Bolters, unless otherwise specified. It is, however, ludicrously expensive on the vast majority of models (30 pts on a relic pred, 40 on a sicaran!). Generally not worth your time, unfortunately. ====Legacies of Ruin (Forge World)==== A special purchase, this gives one vehicle per thousand points some special properties to indicate that it took part in either a special battle or has some one-of-a-kind customization done to it. Daemon Engines and Vehicles with Daemonic Possession/Daemonic Resilience can't grab it, which is a bloody shame, cause most of those would have been hilarious on a mauler or defiler. As it is, most of them are situational at best, and the others are downright unusable. Each legacy can only be purchased once per army, and several of them come with certain different prices based on whether or not it's a tank or a walker or if it's superheavy. *'''Veteran of the Scouring''': Tanks grab IWND and Preferred Enemy (Marines). Walkers grab IWND and Hatred (Marines). Both are pretty neat, though tanks grab the better bit. Quite good on Titans, as it basically give your Titan the Titan of Nurgle bonus, for cheaper, and leaves you free to snag one of the other upgrades. *'''War Within the Eye''': They all get AW and Preferred Enemy (Chaos Marines). Pretty cheap and a decent way to deny some targeted witchfires. *'''Maelstrom Raider''': All vehicles gain Outflank and Fear. It does sound pretty cool to outflank that Predator and make some surprising smashes or give some Land Raider a safer way to deliver its murderous payload. *'''Death of Kasyr Lutien''': Gives vehicles Fear. In addition, if a is within 12" and using casting a Malefic power, they can re-roll one d6 per hull left on the vehicle. However, if the test still fails, the vehicle has to take a pen. For the point-cost, this is an incredible benefit if you're taking Daemon allies. *'''Blood of Mackan''': Tanks gain Preferred Enemy (Blood Angels) and ignores all defense lines and barricades. In addition, if the tank gains Destroyer Blades, the damage it deals after tank shock and death-or-glory will have an AP equal to its current HP. Makes them a very vicious suicide unit. *'''Siege of Vraks''': Enables a vehicle to ignore damage from Dangerous Terrain on a 4+ and can re-roll to-hit on targets in defense lines. Pretty cheap, so it's worth a grab against some Aegis-exploiting Tau or Guardsmen. *'''Fourth Quadrant Rebellion''': Supports Cultists within 12" by giving them Fearless and gains a 4++ invul when it has 1 HP left. Fearless Cultists sounds nice, but you can just use the Helcult formation for cheaper. *'''Badab Uprising''': Tanks and superheavies gain Fear and Preferred Enemy (Marines) while non-SH Walkers gain Rage and Hatred (Chaos Marines). Walkers tend to benefit off it more. *'''Scourge of the Greenskin''': Tanks get +d6" movement for Tank Shocks and get Preferred Enemy (Orks). It's definitely going to need some scrapers to clean off the copious amounts of Ork stuck in the treads. *'''Last of the Forge''': The transport gains Preferred Enemy (Nids) and can ignore Stunned/Shaken on a 4+ while the troops inside get Hatred (Nids). It's a pretty decent way to keep it moving even without Nids as an enemy, but that's it. *'''Screams of [[Craftworld|Lugganath]]''': Grants vehicles Fear against Eldar (Very flimsy), but the awesome part is the boosting of Dirge Casters to 12" range. That's a save for anything that's gotta get in deep. *'''Perdus Rift Anomaly''': Gives the vehicle Preferred Enemy (Tau), but also gives you a re-roll for the seize/forces the other guy to re-roll the seize. The PE bonus versus Tau is cute, but the extra shot at Seize the Initiative or the insurance against it can help win a game by itself. If you're using Legacies, this is a really good one. *'''First War of Armageddon''': Gives Fear against IG and improves Daemon Saves for Khorne Daemons by +1, which makes them a whole lot more survivable. *'''All of the following legacies also give Daemonic Possession and Fear:''' **'''[[Khorne|Vessel of Akashneth of the Boiling brass:]]''' Every unit with an Icon of Wrath within 12" gets +d3 to combat resolution. **'''[[Slaanesh|Vessel of Shyak the seeker:]]''' Every unit with an Icon of Excess within 12" rolls an additional d6 for LD and takes the lowest 2. **'''[[Just_as_planned|Vessel of Tzenahk the Occluder:]]''' Roll a d6 at the start of the game; on a 1 the enemy gains +1 VP if it's destroyed, 2+ grants +d3 VP to you if it survives. **'''[[Nurgle|Vessel of Dhornurgh the reborn:]]''' Every unit with an Icon of Despair within 12" gains Gets Hot! and Rending in Close Combat only. Best suited for Plague Marines who already have Plague Knives, and their armor and Feel No Pain can compensate for Gets Hot! **'''[[Chaos_Undivided|Vessel of Auloth the Primordial Iterator:]]''' Every unit with an Icon of Wrath (read below) within 12" gains Fear and Feel no Pain. It's hella pricy, but these are some pretty nice upgrades. This one also happens to give the vehicle pinning on all of it's weapons. Slap it on a fire raptor and pin the world. ***IMPORTANT NOTE: Though it is officially written as applying to Icons of Wrath, it is actually Icon of Vengeance. Forge World has confirmed via email that it was a typo.
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