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=== CD Units === *'''Bloodletter (Combat, Veteran):''' Your anti MEQ melee infantry. +1 attack on charge means basically any Bloodletter is a Zealot. Wounding on 6 means dealing multidamage. Combo it with the Cleaving Blow tactic and watch your opponent rage as you take down his expensive Intercessor in one fight phase with a 7pts model. **'''Bloodletter Icon Bearer (Combat, Comms, Veteran):''' Fights just like a normal Bloodletter plus it makes sure your melee blob reaches that fight as soon as possible instead of dying under enemy fire. **'''Bloodletter Hornblower (Combat, Comms, Veteran):''' Add +1 to charge and advance and start spilling blood for the blood God ASAP. **'''Bloodreaper (Leader, Comms, Veteran):''' For an additional 1 pt you get 1 attack more. You do want that. *'''Daemonette (Scout, Combat, Veteran):''' Your anti horde melee infantry. 2 attacks each with Quicksilver meaning it attacks in the Hammer of Wrath phase, regardless if it charged or not. On a wound roll of 6 your AP is -4 so deny that pesky scion any save whatsoever. You are fast with M7 so you should be in melee most times already from round 2. **'''Daemonette Icon Bearer (Scout, Combat, Comms, Veteran):''' Give your melee blob a fighting chance with an additional mortal wound handed out to on a wound roll of 6. **'''Daemonette Hornblower (Scout, Combat, Comms, Veteran):''' Just like all hornblowers, this one makes sure you reach your opponent as soon as possible. **'''Alluress (Leader, Scout, Combat, Veteran):'''1 more attack for 1 point. *'''Horrors:''' **'''Pink Horror (Demolitions, Veteran):''' Oh, so this is the reason why everybody is losing their minds. It shoots (poorly but does), it is psyker, it has 4+ invuln AND when it loses that 1 wound it does not take a flesh wound but disappears right away leaving behind two Blue Horrors on the spot. Watch your opponent try to kill it, get mortal wounds from psybolt in return, run to contest the objective and kill the Pink one just to lose control of objective due to two Blue Horrors appearing there instead and chuckle merrily in Tzeentch. **'''Pink Horrors Icon Bearer (Comms, Demolitions, Veteran):''' Hands out mortal wounds to the nearest enemy in 12" range on a 6. Experience the sweet feeling of payback when that Deathwatch model with a storm shield and 4+ invuln dies. Expensive though, so take depending on opponent. **'''Pink Horrors Hornblower (Comms, Demolitions, Veteran):''' +1 to charge and advance. Since you do not want to charge with horrors anyway and use them to secure objectives in the back it is pretty useless, really. **'''Iridescent Horror (Leader, Demolitions, Veteran):''' Your potential leader to sit in the back, shoot and psybolt. **'''Blue Horror (Demolitions, Veteran):''' Loses shooting, 1S, 1 invuln (is now 5++) and any specialty your Pink Horror might have had. Silver lining: still counts for controlling objectives and retains Psyker. **'''Pair of Brimstone Horrors (Demolitions, Veteran):''' No shooting, just 1S, save 6++. Your last ditch of hope for that objective. Still a psyker though. *'''Plaguebearer (Combat, Veteran):''' Only T4 model in the faction. Rerollable 5++ save (5+ invuln combined with 5+ Disgusting Resilience). Potential tarpit. **'''Plaguebearer Icon Bearer (Comms, Combat, Veteran):''' Add +1 to enemy Nerve rolls. **'''Plaguebearer Hornblower (Comms, Combat, Veteran):''' Once again, get your slow walkers into the fight faster. **'''Plagueridden (Leader, Combat, Veteran):''' +1 attack for 1 pt and a good material for a resilient leader sitting in the back and farming CP's. ==== CD Commanders ==== Another fuck you after waiting so long. No commanders for you. Not even thematically correct ones from other factions.
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