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		<title><![CDATA[Latest posts for the thread "Dark Apostles / Warpsmiths"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Dark Apostles / Warpsmiths"]]></description>
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				<title>Dark Apostles / Warpsmiths</title>
				<description><![CDATA[ I have heard that Dark Apostles and Warpsmiths are not the most competitive <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices out there and so I thought I might throw a few ideas out there for improving them:<br /> <br /> Dark Apostles<br /> <br /> - Reduce cost to 75pts per model<br /> - 1-3 as Elites choice<br /> - Allows free Gift of Mutation for his unit (affects whole unit not just the champion) - re-roll spawn and dark ascension<br /> - When rolling his Boons, roll twice and choose the result<br /> - Grant Furious Charge and Preferred Enemy to a single unit within 6"<br /> - Allow one unit with the Daemon rule to become Troops (i.e.  a single unit of Obliterators not multiple)<br /> - Access to Terminator armour, jump packs, bikes<br /> <br /> Warpsmiths<br /> <br /> - Slotless choice like Techmarines<br /> - Access to jump pack, bike (no need for termie armour as he has fleshmetal)<br /> - 1-2 Obliterators/Mutilators as bodyguard (Chaos servitor equivalent)<br /> - Mechatendrils reduce enemy attacks by 1 per model in <span class="glossaryitem" onmouseover='gp(242);'>BTB</span>, + 1 on roll to repair vehicles<br /> - Improved <span class="glossaryitem" onmouseover='gp(681);'>IWND</span> for vehicles within 6", or grants <span class="glossaryitem" onmouseover='gp(681);'>IWND</span> to vehicles without it<br /> <br /> I obviously wouldn't expect all of these extra rules to be implemented but if one or two of them per character were added it would make them both more viable <span class="glossaryitem" onmouseover='gp(72);'>IMO</span>.<br /> <br /> Does anyone else have more ideas?]]></description>
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				<pubDate><![CDATA[Tue, 27 Aug 2013 16:33:39]]> GMT</pubDate>
				<author><![CDATA[ rohansoldier]]></author>
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				<title>Dark Apostles / Warpsmiths</title>
				<description><![CDATA[ Making Apostle cheaper <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> is rthe wrong way - I'd make him better. Dark Apostle fluff-wise is a warlord of his host, having sorcerer(s) and/or chaos lord(s) under his command. He is a leader of marines, powerful warrior (not at the scale of Lord, though) and could invoke the powers of the Warp (but not as good as Sorcerers). <br /> Yed Codex:Helldrakes give him the role of mere "cultist blob booster".<br /> <br /> I like your idea of booning enire unit, but I could suggest different ability:<br /> 1) The mark of Chaos Undivided: during deployment and at the start of his turn Apostle could choose to treat it like the mark of Khorne, Nurgle, Tzeench or Slaanesh<br /> 2) Invocation of the God: Used at the start of Movement Phase. Effect depend on his current Mark:<br /> - Khorne: Apostle and his unit gain +1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and Furious Charge<br /> - Tzeench: Apostle gain 1 warp charge and can manifest one Tzeench discipline power of his choice even despite he is not a psyker.<br /> - Nurgle: Apostle and his unit gain Shrouded and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>.<br /> - Slaanesh: Apostle and his unit gain Fleet and can run and shoot at the same turn (in any order).]]></description>
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				<pubDate><![CDATA[Thu, 29 Aug 2013 09:43:13]]> GMT</pubDate>
				<author><![CDATA[ Mezmerro]]></author>
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				<title>Dark Apostles / Warpsmiths</title>
				<description><![CDATA[ I like your thinking Mezmerro, your Invocation of the Gods rule has real potential.<br /> <br /> What do you think for the Warpsmith?]]></description>
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				<pubDate><![CDATA[Thu, 29 Aug 2013 15:32:51]]> GMT</pubDate>
				<author><![CDATA[ rohansoldier]]></author>
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