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Warhammer 40,000/6th Edition Tactics/Renegades and Heretics
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==== Advisors ==== Another throw-back to the way things used to be done all the time with IG. You get to buy dudes that HAVE to be permanently attached to your renegade squads. *'''Enforcers''' - Think evil commissars and you wont be far off, slightly better too since they have 2 wounds as standard but unfortunately cost 40 points a pop for the same gear as a guardsman, but they can get beefed up at further cost. They are kind of essential in your important units though since they are your consistent source of Ld 10. **Uniquely, you can take a demolition charge, giving the unit a scary surprise at close range. *'''Apostate Preachers''' - Very similar to ministorum priests with 2-wounds, but disgustingly overcosted and if you want a rosarius you have to pay through the nose for it. You do get re-rolls on fails to-hit on the charge, but the unit also suffers an old rule where they count as moving even if they stayed still, so never ever think that having these attached to units with heavy weapons in them is a good idea. Not the best of choices anyway since the the army isn't particularly melee focused and cannot be attached to the space marine or ogryn units which might have benefited from getting melee re-rolls. Add to '''Worker/Mutant Rabbles''' or '''Beastmen''' squads for best effect. **Don't bother taking the unholy relic item either, as for 75% of the model you get a one-use plus one attack bonus to all friendly units within 2D6", which is PANTS as it's not going to affect that many units and is just too costly. *'''Renegade Psykers (Defenders of Vraks)''' : For once a good unit! They were actually given a 6th edition update separately from the army list too. For starters they are dirt cheap; you can get five Lv1 psykers at 15pts each. While they do not draw from the disciplines in the rulebook, Forge World changed it up a bit so you can always get a power where before there was a possibility that your psyker did absolutely nothing, and you can buy a second roll, guaranteeing two powers. ''Just remember that instead of suffering perils of the warp, they turn into daemonhosts and become WS4 S4 A3 Rending, 5++ melee units for the rest of the game. Which while unfortunate, is better than most other armies get!'' **'''Random Powers''' ''Roll D6'' : **'''1:''' Lose 1 Ld but pick a power between 2-5. **'''2:''' a unit in 12" gets 6++. **'''3:''' The psyker gets a powerfist. **'''4:''' the psyker gets D3 extra melee attacks at AP3. **'''5:''' A unit within 12" gets +1 WS. **'''6:''' Witchfire 24" S3 AP6 Heavy D6. *'''Renegade Psykers of [[Nurgle]] (Servants of Decay)''': Behaves almost exactly like the unaligned renegade psyker, with the same standard profile and weapon options, even turns into a daemonhost instead of perils. The only difference is the choice of powers, making this one more of an area of effect hazard rather than a melee or ranged killer. **'''1:''' Lose 1 Ld but pick a power between 2-5. **'''2:''' a unit in 12" gets 6++. **'''3:''' An enemy unit in 24" is in difficult terrain next turn ''(not Jump or Jet units though)''. **'''4:''' auto-hit one selected model in 24" with AP2 Fleshbane!! ''(fuck yeah)''. **'''5:''' A unit within 12" gets +1 WS. **'''6:''' ''Nova'' 12" Assault D6 Poisoned (6+).
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