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Warhammer 40,000/9th Edition Tactics
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====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%">
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