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Discussion Starter · #1 · (Edited)
Renegades and Heretics – Imperial Guard for Chaos or just a way to get Leman Russ Tanks :)

So if you want to go old school it seems these armies may skill exist,or of course used for reference.

http://www.forgeworld.co.uk/Downloads/Product/PDF/i/IA5_RH.pdf

http://www.forgeworld.co.uk/Downloads/Product/PDF/i/IA5_RHFAQ.pdf

HOWEVER with IA:13 now available to use as the NEW IMPROVED R&H army, why would you settle for less.

First things to cover are questions like “Is this really just Impy Guard for Chaos?”The answer is not really a yes, but also not a no. They are similar and have most of the same tanks, but the troops are rather oddball units.
Also do that get there own relics and special wargear. The sad answer is, not really. But that doesn't give them a lack of stuff that they do get, and plenty of special rules to boot.

For your allies you class as CSM for all allies and that they also have the ability to use Allied Detachment to each other (in the same way as the CSM Supplements can).


Renegade and Heretics Wargear

Vox-Caster:Re-roll your LD value from Uncertain Worth, even if it is lower than the first you have to keep it.
Kinda useful if you roll really badly and also about as cheep as buying 1 extra soldier for your fight against the Imperial scum. So overall probably worth it for the essential units.

Command Net Vox: Works the same as a normal Vox-Caster but also allows any friendly unit to use there morale if in 12”.
Very useful and cheep, so long as you don't roll really badly on your LD 2 times.

Sub-flak Armour: 6+ Armour

Chaos Sigil: Pass your first Morale or Pinning check to be made each turn.

Combat Drug Injectors: When you charge you and your unit get 'Rage', but at the end of the turn you need to do a Toughness test vs the majority T value. If you fail D3 models die with no saves.
Can be a bit painful on a fail, but only available for Enforcers who can only join your normal units, mutants and Vets, so guardsmen rather than Ogryns or something good at combat.

Banner of Hate: All infantry units in the same detachment in 12” roll 3D6 for Morale and Pinning and choose the 2 lowest results.
Great again for stopping those fools from running away, but only available for your your Renegade Command Squad, so not a huge bonus as it could have been if allowed on Platoon Command Squads as well.

Banner of the Apostate: Gives you +1 to combat results.
A lot cheaper that the Banner of Hate, but also only available for Renegade Command Squads. So this will not be the turning point of any game.


SPECIALRULES
Uncertain Worth: This is your standard rule for most units that means you have LD 5-10 as you have 4+D6 LD. Though you only do the LD check at the point in which you first have to take a LD check. So you can't just deploy your lower LD minions near your Command Net Vox or Banner of Hate or Stick in a nice Enforcer to hold the line for you.

Curse of Mutation: Each unit with this rule rolls a dice at the start of the game. Results are either

  1. Cause 'Fear' but all friendly units in 6” of you are -1LD.
  2. Gains Acute Senses and Scout. But all Blast, Barrage and Heavy weapons used against you have blind!
  3. Gains Hammer of Wrath with +1S, and must charge enemies in 12”
IMOO this is a really teribad thing. It offers you also no bonuses. But the thing it comes with that I will get on to later could be insanely powerful.

Chaos Covenant: Basically your Mark of the Gods. Khorne gives Re-roll failed to wound on first round on combat. Nurgle is FnP 6+, Slaanesh is Fleet, Tzeentch is Snapshots are BS2. This applies to the whole unit with someone with a Covenant in the unit.
Bit of a twist on the normal marking system. Only the champions of some units can be marked, so is also able to be snipped out of a squad with a precision shot or a challenge similar.

Fanatic:Roll 1 extra dice when working out your LD and discard the lowest.
Some thing that you get on your Command Squads and Disciples what is very useful again, especially with the command vox.

Aura of the Witch: 5++ save and Fear, but can't join units or be the warlord.
This one is an odd one. It is a great looking rule in the first part, and only applies to your rogue psykers. But the not being able to join other units does leave them vulnerable.


DEVOTIONS
These are things that 1 of your Renegade Command Squads can get for the one who is your Warlord. These give you options for your army or buff the person with it, or both Basically it is your Special Wargear.

Primaris-Rogue Witch: Gives him Mastery LV1 with access to Malefic, Bio, Pyro and Telekinesis. He also gains Fearless. He may not be a Covenant of Khorne. He may also take Rogue Psykers as Elites as well as HQ.
Not a fan of this one. A LV1 isn't a great bonus, but the extra Rogue Psykers could be useful.


Mutant Overlord:The demagogue rolls 3 times on this table. Also him and his unit gain Curse of Mutation (listed above).
1:Reduce either I or A by 1, if rolled again then re-roll.
2-3:Add 1 to WS or BS
4-5:Add 1 to S or T
6:Add 1 to W and gain Slow and Purposeful and Bulky, if rolled again then re-roll.
As said way above the Curse of Mutation kinda sucks, but some of these bonuses could be good. But due to the unreliable nature I think itcan not be worth it.

Master of the Horde:
When a Renegade Infantry Squad started the game with 15+ models at the start of play either gets wiped out or flees off the table you roll a D6. On a 5+ they return to the game as reserves at full strength with all options they previously had, with the exception of Dedicated Transports.
In addition you must take a minimum of 2 Renegade Infantry Platoons and the max size of all of Renegade Infantry Platoons becomes 30.
This one I think is my personal favourite. You get bigger units and they can come back continually as suicide squads.

Arch-Heretic Revolutionary: Gains Zealot and also gains a Covenant for free.
In addition any unit of Renegade Infantry or Renegade Veterans can gain Fanatic for every model for the cost of putting power armour on a Daemon Prince.
Also any Enforcer Cadres may take up to 10 Enforcers rather than the normal 5.
A bit of a hit and miss rule. Looks nice and if you like your Enforcers keeping your units there, but buying Fanatic for your units will force the base cost of those units up by over 50%.

Heretek Magus:Gains 3+ Armour and +1T and FnP 6+.
Also you can take Defilers as Heavy and Decimators at Elites, and pretty much all your infantry can get FnP 6+ for the whole squad at the low low price of about 3 more guys in a normal unit.
This one is probably my second favourite. It doesn't cost must per unit to give them a bad saving throw. Also the addition of having the ability to take Defilers is nice and Decimator Daemon Engines as well, even if they are a little expensive.

Bloody-handed Reaver: 5++ save (listed as a refractor field, what you need to look up the rules for in the impy guard book), also upgrades any autopistol, laspistol or stub gun to a hot-shot laspistol or hot-shot lasgun for a few pts (basically drops the range of the weapon to 6” for LasPistol and 18” for Lasgun,but gives them AP3).
Also any Veteran Squads can upgrade to Grenadier Squads what gives them+1BS (making them BS4) and gives them Hot-Shot guns as well. Also 1 in every 5 can take a Hot-Shot Volley Gun (24” S4 AP3 2/4 Salvo).
ALSO everyone has to purchase Militia Training (+1WS and BS) if they can get it. Also those squads may also for a small amount of pts upgrade to 5+ Armour for the unit.
Another one of my favourites. Turns a normal troop unit in to marine killer unit. Strangely the Demagogues unit can not take the Hot-Shot guns though. Remember that this means a normal Troop unit (or Army) can have everyone in the squad with AP3 weaponry. Though it does make your Chaos Guard with WS/BS4 and 4+ Saves cost about 15pts a model with 8 having hot-shot lasguns and 2 with Hot-Shot Volley Guns.

WARLORD TRAITS

  1. Any of your units with Uncertain Worth (which is pretty much everything) that dies in 12” of the Warlord you roll a D6 for. On a 5+ you gain a VP.
    This one is very nice, but leaves you kinda clustering up in 1 place and people will take out the warlord first if they can then bomb the hell out of you.
  2. Kill D3 members of your own unit to regroup a fleeing squad.
    Kinda nice, but killing 1-3 guys worth around 10pts each + gear to save a unit could be a little expansive.
  3. On your turn you may change a reserves roll to pass on a 2+ regardless of the turn, on your opponents turn you can force them to have to roll a 6+ to get the reserve on the table.
    This one is great. Getting your reserves quickly and deny your enemy them as well. This rule does NOT say it is a use once or anything. So you can do this 1 time in each of yours and your opponents turns. So could force a reserve to never appear.
  4. In combat if you are not in base to base contact with an enemy model, you can swap all your attacks for a single S3 AP2 hit with Poison 4+ to any enemy model in 3” that is part of the same combat.
    Teribad, though it is a free Hit rather than chance to hit. So 4+ for an AP2.
  5. Once per turn you can nominate a friendly unit in the shooting phase to roll an extra dice on the building damage table and choose the highest.
    Once again teribad in most cases.
  6. In Combat at I1 you roll a D6 for each enemy in base to base contact and on a 6 the model suffers a wound. Also gives you Fear.
    Not bad, not great.
 

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Discussion Starter · #2 · (Edited)
So on with the freak show!!!

HQ
Renegade Command Squad – A must have for any army... Cos they are 1+.
This is unit you MUST take, and as such it limits some of your later choices for HQ, You only have 2 other options for HQ but it does mean even in an army that is an Allied Detachment you are forced to take it, or a CAD / Primary Detachment you have only the option of taking a 2nd one, or a unit of Psykers or a unit of Enforcers.
This is your standard 5 guys with a Leader, and has to be included as your HQ choice for any detachment. The leader can take things like power weapons and plasma pistols, refractor fields and carapace armour. The unit are disciples that are allowed to take 1 Special weapon such as a flamer, plasma, melta or grenade launcher can be taken and 1 Heavy weapon team may also be taken as well as also getting them carapace. They also allowed to take a Chimera as transport.
Unlike a lot of armies when they buy things like Carapace Armour they end up buying it for the whole squad, regardless of size for a one off cost. This means in bigger units it is kinda cheaper to buy than for the smaller units, as you may be paying 1pt a model rather than 4pts a model.
This is the only unit that can buy the banners talked about before or the Command Net Vox.
In addition only the Primary Detachment may purchase a Devotion (as listed above) and if this one has a covenant then it changes the army.
If the Warlord has no Covenant then they can take a unit called Renegade Marauders.
Khorne gets Blood Slaughterers (those daemon engines).
Nurgle has Blight Drones and Plague Zombies.
Slannesh can take Noise Marines and Sonic Dreadnaughts.
Tzeentch had Renegade Chaos Spawn.


0-1 Rogue Psykers Covern – Which one is the Witch?.
The unit is composed of 1-5 Rogues, but as said earlier they can not join units, so must go around by themselves. They have a fairly poor statline and the ability to change in to a daemon if they get wounded from perils. They 3 different spells. One being short range with good S as a Blast weapon, with Haywire. The next makes an enemy unit I1 and Snapshots only. But Fearless units are immune, and Stubborn / ATSKNF units can do a LD check to ignore. The last spell gives a friendly unit Fleet and Crusader.
Overall only 1 spell seems any real use in most games, and they are a bit overcost for the random chance of getting it.

0-1 Renegade Enforcer Cadre – Commissars of Chaos.
These are effectively there to be something to stop you running away with an ok statline. Also they have Baleful Judge, which gives a unit that he is part of +1LD, also if they fail any LD check he will kill a member of the unit to force a re-roll. Though a second fail does nothing.

Apostates and Fanatics are now gone.

ELITE
0-3 Renegade Marauders Squads (No Covenant Warlords only)
Elite Guard unit that hangs around with Ogryn Brutes in the unit. These guys can take a Arvus Lighter or Chimera as a Transport and a couple of special rules. The 1st gives them Either:
Outflank, Stealth and Move Through Cover.
Furious Charge and Crusader
Carapace Armour and Krak Grenades.
The 2nd rule isn't so great. If they fail a Morale Check they can never regroup.
Several of the unit can take power weapons or some specialist gear, but the main bulk will always be the Brutes who have S4T4W3 and A3 with Rending.

0-3 Renegade Chaos Spawn (Tzeentch Covenant Warlord only)
Same as the CSM one, but you cant mark them and you get 3 of them in each unit for less than the cost of 2 CSM ones.

Renegade Disciples Squad – Elite Guard.
They are the standard imperial guard statline with the exceptions of having BS4. Unlike Chaos Cultists they have 5+ save rather than the 6+, also all come with either Lasgun, Autogun or Shotguns and have frag grenades, they also get Fanatic.
These guys have access to a special and heavy weapon as well and can buy carapace armour.

Renegade Ogryn Brutes – Now clean after years of drugs
They now cost a lot more than they used to (more than the impy guard ones) and are practically identical with the impy guard ones. Though instead of having armour they have D6 attacks. They also have Fearless, no guns.
They also can run around with Chaos Hounds who are basically the same stats as the Ogryns but with 1 less wound and 2more I and 3A. This also allows them to roll an addition D6 when Sweeping advancing and discard the lowest.
The squad size can be increased from 1 up to 10 and you can get up to 6 hounds. The whole squad can get Flak or Carapace for a small fee and they can dedicate themselves to the 4 powers of Chaos, Khorne allows a re-roll of the random attacks, Nurgle is FnP5+, Slaanesh is Fleet, Tzeentch gives them a 2nd CC Weapon and Soul blaze.

0-1 Blood Slaughters (Khorne Covenant Warlord only)
Costing about as much as a Maulerfiend these don't look very impressive to start with. They class as walkers though they kinda hover about. They are slightly better armoured than a Mauler/Helbrute with 13-12-10 3HP. Also they have Rampage, Fleet, Daemon of Khorne. Though they are hard to control as they MUST move as fast as possible towards the closest viable enemy every movement phase and get +D3 attacks on charge.

The other thing is gets is it can swap the 1 of their dreadnought CC Weapon for an Impaler what always hits on a 4+ and at only 12” range isn't great, but S8 AP3 isn't bad. The special rule with it though is if it Pens a Vehicle or causes an unsaved wound against an MC it drags them 2D6” towards them. Making it so much easier for it or of course the rest of your army to charge it.

0-1 Blight Drones (Nurgle Covenant Warlord only)
Costing half way between a Maulerfiend and a Forgefiend these little things are 12-11-10 2HP, but as flyer / hover what is also a daemon of Nurgle so gains shrouded (yay for 2+ jink cover save!) this makes them tough to deal with and come in squads of 1-3.
They come with a rather naff S6 AP4 Flamer OR a 36” S8 AP3 Assault 1 Large Blast gun (basically a short ranged battle cannon without the ordinance rule).
In addition to this they also come with a reaper auto cannon, though at only BS2 it doesn't hit often. But as a flyer it can be skyfire!
These are so awesome just for the facts that they are flying 2+ cover save battle cannons what can also shoot down other flyers! Though they are about £40 a model.
 

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Discussion Starter · #3 · (Edited)
TROOPS
Renegade Infantry Platoon – Chaos Guard
This is your old fashioned Impy Guard Squad but with a reduced statline due to only having WS/BS 2. Each Platoon is made from 3-5 units of 10 guys though can buy up to 10 more guys (20 if you are Master of the Horde). They have a few options for themselves like 1 in 5 gets a special choice and 1 in 10 gets a heavy weapon choice. The entire squad can be upgraded to have Sub-Flak Armor, Krak Grenades and Militry Training (making them WS/BS 3) for small costs. While the Leader of the unit can have a few more options.
The First Squad in any Platoon is the Command Squad and can upgrade 1 model to be a Demagogue (basically giving him +2 attacks and WS/BS3). All other Squads can also upgrade to a Champion, also giving him WS/BS3 but only 2 attacks. Both of which can take a Covenant.
These guys start very very cheap (unmarked Chaos Spawn level of cheap), so it is well worth stocking up on them.
Any of these units can also have a Chimera if they have 12 or less models.

Mutant Rabble – Get your Freak On!
Basically the same as one of your platoon units, but have Curse of Mutation and can have up to 40 additional guys in the unit. They have a very reasonable cost for getting sub-flak on the unit and the champion if you buy one can have a Covenant. Though they do lack the option to get Militia training and Krak grenades and all the special / heavy weapons.

Renegade Infantry Veterans – Vets be having you!
Almost identical to the Disciples apart from these ones have WS4 and BS3 and are armed with Pistols and CC Weapons and don't have all the heavy weapons. They can also buy a Chimera if they wish and can upgrade from 5-10models. The major difference with them is that they are specialists. They can buy themselves Carapace, Scout, Furious Charge, Deep Strike & Tank Hunter for individual costs.

0-1 Plague Zombies Hoard (Nurgle Covenant Warlord only) – BRAINS!!!
These aren't to be confused with Typhus Zombies. They cost the same as the Infantry Squad and start with 10 guys, but can have up to 40 more in the unit. They have Fearless, FNP4+, Slow and Purposeful and a nice new thing called Warp Plague. This means if they can kill an entire unit they grow in number. Kinda tasty even with the low statline.


DEDICATED TRANSPORTS
Renegade Chimera
Same as the impy guard one, but cheaper and only BS2, though it can also replace the multilaser with an autocannon. It can bring its BS back up to 3 by having militia training, what brings it back to the same cost as the impy guard one, but I guess if you arm it with 2 heavy flamers, there is no need to.

FAST ATTACK
Hellhound Squadron
Identical to the impy guard ones, but BS2 and slightly cheaper, with the option to upgrade back to BS3 to make them cost the same.

Renegade Sentinel Squadron
Identical to the impy guard ones, but BS2 and slightly cheaper, with the option to upgrade back to BS3, though they come in 3s as standard and can have up to 3 additional units in the same squad. If upgraded are slightly cheaper than the impy guard ones as the 3 (the cost of an autocannon upgrade) but if you have the full 6 then you are saving the cost of a CSM unit of Cultists!. If you choose to upgrade them to Armoured Sentinals (also an option on the same unit) as a 3 you are then paying half an armoured sentinel over the odds, but if you upgrade to the full 6 then you break even with the impy guard version.
You also have the option of replacing the Multilaser with Multiple Rocket Pods like you get on a Valkyrie.

Renegade Salamander Squadrons
Just a Chimera with Heavy Flamer on top what can be traded for a Heavy Bolter and Autocannon but cant hold any troops and comes in squads of 1-3 and is slightly cheaper than a CSM Cultist unit and is open-topped.
Also this has the first misprint I have noticed as it is listed as BS3 and has the option to get Militia Training to make it BS3.

Renegade Aevus Lighter Squadron
Very cheap flyer that can carry people around. But can only ever Snapshot. Though you can get up to 3 of them as individual units for 1 Fast slot.

Renegade Valkyrie Squadron
Identical to the impy guard ones, but BS2 and slightly cheaper, with the option to upgrade back to BS3 to make them cost the same.
 

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Discussion Starter · #4 · (Edited)
HEAVY SUPPORT
Renegade Tank Squadron
Identical to the impy guard Lemon Russ Squadron, but BS2 and slightly cheaper, with the option to upgrade back to BS3 to make them cost the same. Except the Leman Russ Conqueror (Conqueror Cannon on top what ever that is) & Leman Russ Annihilator (Twin linked Lascannon on top) are also on the list with.
Leman Russ
Leman Russ Exterminator
Leman Russ Vanquisher
Leman Russ Eradicator
Leman Russ Demolisher
Leman Russ Punisher
Leman Russ Executioner

Renegade Artillery Battery
This is 1-3 Basilisks (Earthshaker Cannons). As normal it is identical to the impy guard one (no stats for the gun listed in IA:13), but BS2 and slightly cheaper, with the option to upgrade back to BS3 to make them cost the same. It also has the option to take 1-3 Medusa instead, though these do not appear in the latest impy guard book. I think it might even have last been printed in 5th edition, but there might be an update somewhere else. Either way the old rules for the gun is 36” S10 AP2 Blast 5” and Ordnance 1, it can upgrade to Breacher Shells what are 48” S10 AP1 Blast 3” Heavy 1 and Armourbane!
Either way these are your big heavy hitters with good blast templates. Mounted on a Chimera

Renegade Strike Battery
This is 1-5 Artillery Pieces what may be Wyverns, what are identical to the impy guard ones, stats for the weapon not found in IA:13. The other option is the Griffon, which like the Medusa listed above isn't in the current impy guard codex , though in this case the rules for the weapon is listed in the appendix at the back of IA:13. Both are also slightly cheaper and only BS2 and have the option to upgrade back to BS3 and cost the same as the imperial versions.
These are your cheap (as in less than 1/2 or 1/3 of the cost of the Artillery ones) low S, crap AP cheap blast weapons. All mounted on a Chimera.

Renegade Hydra Battery
1-3 Renegade Hydras what are the same as impy guard ones, but as normal slightly cheaper and only BS2 and have the option to upgrade back to BS3 and cost the same as the imperial versions.
These are your anti-air guns. They are 2 long range TL-Autocannons with Skyfire and mounted on a Chimera and less than the cost of 2 Rhinos.

Renegade Bombard Battery
1-3 Renegade Colossus. Again it is another Chimera but this time with a bigger and stronger version of the same gun that the Griffon has. This is another one that isn't in the current impy guard book, as so many of the chimera variants were removed due to not really being needed.
All in all it is a big gun that costs a lot but does have ordnance, barrage, pinning, blast 5” and ignores cover, all on a S8 AP3 gun with a 24->240” range!

Renegade Heavy Ordnance Battery
1-3 Artillery Carriages (T7 W4 Sv3+) crewed by 4 Reneguards what have Flak Armour and can upgrade to WS/BS3. The weapons on the carriages are Earthshaker Cannons or for a few pts can be Medusa Siege Guns. The strange thing about these is that the Basilisk (what it shares the gun with) costs about 10% more than the Medusa, yet the Medusa version of the carriages costs almost 50% more than the Earthshaker variant.

Renegade Support Squad
This is 3 heavy weapon teams, and can have up to 3 more bought as the same squad. They start with Heavy Stubbers, but can upgrade to Heavy Bolters, Autocannons, Missile Launchers, Lascannons, Mortars. They can also get armour and the normal upgrade to make them WS/BS3, and strangely you can give them a Covenant. For 125pts for 6 guys (technically it is 12 but the 2 are treated as 1 model and have 2 wounds) with Autocannons, or 95 if they have Heavy Bolters cant be to bad.

Renegade Rapier Laser Destroyer Battery
1-3 Rapiers (another Artillery thing) but this one isn't as well protected as the Ordnance ones as they only have W2. Then they die they might blow up with a 5” Blast. The gun it self is basically a 36” Lascannon that classes as Ordnance and is AP1. 70Pts for 3 of these with the WS/BS upgrade is insanely good value.

Renegade Field Artillery Battery
1-4 Heavy Quad Launchers (like the Achilles) or Heavy Mortars, each has 3 crew. Same profile as the Rapiers and very cheap to buy. Having 4
Ordnance 1, Barrage, Pinning S6, AP4, 5” Blasts
OR
Heavy 4, Barrage, Pinning, Shell Shock, S5, AP5, 3” Blast (So 16 blasts)
is really nice for just over the cost of a Maulerfield.

LORDS OF WAR

All Renegade & Heretic armies can take the Malcador, Malcador Defender, Minotaur, Baneblade
Depending on your Devotion you have taken depends what LOW you can take.

Primaris-Rogue Witch 4 Daemon Lords: Scabeiathrx, An'ggrath, Aetaos'Rau'Keres, Zarakynel.
Mutant Overlord Giant Chaos Spawn, Spined Chaos Beast.
Master of the Horde NONE!
Arch-Heretic Revolutionary Macharius Heavy Tank, Macharius Vanquisher, Macharius Vulcan & Macharius Omega
Heretek Magus Valdor Tank Hunter, Chaos Warhound Titan, Greater Brass Scorpion.
Bloody-handed Reaver Lord of Skulls, Greater Brass Scorpion.


SPECIAL CHARACTERS

Though it doesn't have them in the book you can still take the Special Characters from IA:Apoc 2013. An old version of there rules is in a PDF linked below, but there were a couple of significant changes since that PDF release.

http://www.forgeworld.co.uk/Downloads/Product/PDF/c/Characters.pdf

ARKOS THE FAITHLESS
1 Chaos Lord with T5 and A4. Give 1 Combi-Melta, Aura of Dark Glory and a melee weapon with +2S AP3 and Rending. Also any squad he is in gains Counter Attack. Also if he is your Warlord you can reroll your dice to see who gets to setup first and seize the initiative.

ZHUFOR THE IMPALER
1 Chaos Lord of Khorne but with +1WS, S, A, Terminator Armour, Eternal Warrior, Furious Charge & Adamantium Will. He starts with a powerfist with an Assault 3 Stormbolter built in. He also uses a Chainaxe that gives +2A. He may also take a squad of Khorne Terminators (From CSM book) as a bodyguard what counts as the same HQ choice as him. Though he can leave them as soon as he likes. He also comes with the Legendary Fighter Warlord trait that gives you 1VP for every character he kills while in challenges. He also costs slightly less than he does on the above link.

NECROSIUS
Take 1 Chaos Lord of Nurgle. Knock off 1WS, add Blight Grenades, Feel No Pain, LV2 Psyker (restricted to Nurgle's Rot and Gift of Contagion + Wasting Disease a 24” S3 AP2 Fleshbane WC1 spell. He does have a shitty Warlord Trait. This guy makes your Plague Zombie Hoards have Furious Charge. In addition he can take Chaos Cultists that are identical to Typhus style Plague Zombies but also with Furious Charge.
 

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Discussion Starter · #5 · (Edited)
UPDATES!!!!

Ok some more news. It seems some of the weapons were in the 6th edition Rule book

The Renegade Salamander Squadron on page 169 are listed at BS3 as standard, though have the option to buy Militia Training to increase BS to 3. This is of course a misprint, they should have BS2 to start.

The list on page 177 for Renegade Ordnance Battery allows you to upgrade the crew to Sub-Flak Armour for 5pts for the unit. However the unit in its wargear list has Flak Armour already. Again this is a misprint, they should not have Flak Armour to start.

The listed upgrade to Medusa Siege Guns for the Renegade Ordnance Battery, should be upgrade to Medusa Siege Cannon, THOUGH no idea why it makes it 45% (ish) more expensive, when the tank versions of each (Basilisk vs Medusa) the original weapon (Earthshaker) is the one that costs more.

The Demagogue Devotions only make the the guy your Warlord if your Primary Detachment is Renegades and Heretics. SO you can use a Devotion for CAD and AD allies that you bring in to something like a CSM army. THOUGH you may still only ever have 1 Devotion in your army, even if you had multiple CAD / AD.
Abaddon wouldn't be pleased to have to give up command to a Demagogue from a Renegades and Heretics Allied Detachment me thinks :p.
The Master of Renegades also follows this thing so that your Arch-Demagogue can get his special units for all FoCs that are Renegades and Heretic armies, rather than just the Primary one. Though you can't have multiple Arch-Demagogues to get multiple bonuses. You must select 1 to be the leader (The one with the Devotion if you bought one).
 

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Discussion Starter · #6 · (Edited)
Here is the old Version

 

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Liking the updates. Thanks for putting the time in to write this.
 

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Discussion Starter · #8 ·
Ok some more news. It seems some of the weapons were in the 6th edition Rule book

The Renegade Salamander Squadron on page 169 are listed at BS3 as standard, though have the option to buy Militia Training to increase BS to 3. This is of course a misprint, they should have BS2 to start.

The list on page 177 for Renegade Ordnance Battery allows you to upgrade the crew to Sub-Flak Armour for 5pts for the unit. However the unit in its wargear list has Flak Armour already. Again this is a misprint, they should not have Flak Armour to start.

The listed upgrade to Medusa Siege Guns for the Renegade Ordnance Battery, should be upgrade to Medusa Siege Cannon, THOUGH no idea why it makes it 45% (ish) more expensive, when the tank versions of each (Basilisk vs Medusa) the original weapon (Earthshaker) is the one that costs more.

The Demagogue Devotions only make the the guy your Warlord if your Primary Detachment is Renegades and Heretics. SO you can use a Devotion for CAD and AD allies that you bring in to something like a CSM army. THOUGH you may still only ever have 1 Devotion in your army, even if you had multiple CAD / AD.
Abaddon wouldn't be pleased to have to give up command to a Demagogue from a Renegades and Heretics Allied Detachment me thinks :p.
The Master of Renegades also follows this thing so that your Arch-Demagogue can get his special units for all FoCs that are Renegades and Heretic armies, rather than just the Primary one. Though you can't have multiple Arch-Demagogues to get multiple bonuses. You must select 1 to be the leader (The one with the Devotion if you bought one).
 
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