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				<title>White Scars - Dreadnoughts (Looking for Advice)`</title>
				<description><![CDATA[ Hello everyone. I've been on a <span class="glossaryitem" onmouseover='gp(119);'>SM</span> fluff kick lately and have developed an obsession with the White Scars and Dreadnoughts. The title of the post says noob advice, but that is only in the context of White Scars and Dreadnoughts. I have some good experience playing Tau (occasionally with Space Wolf allies). That being said, it has been a while since I've played. <br /> <br /> So, my question is, if I wanted to field a relatively fluffy list of White Scars (very much leaning toward bikes), what ally would provide the best perks for a Dreadnought or two? I'm planning on using the Dreadnought(s) in more of a supporting role, with the bikes as the main damage dealer of the army.]]></description>
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				<pubDate><![CDATA[Sat, 13 Feb 2016 23:44:18]]> GMT</pubDate>
				<author><![CDATA[ the_kraken]]></author>
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				<title>White Scars - Dreadnoughts (Looking for Advice)`</title>
				<description><![CDATA[ probably Iron Hands since they have the "it will not die" and such for vehicles.<br /> <br /> though a fluffy white scars list wouldn't include dreads, but allies with dreads is probs fine.]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2016 01:14:22]]> GMT</pubDate>
				<author><![CDATA[ die toten hosen]]></author>
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				<title>Re:White Scars - Dreadnoughts (Looking for Advice)`</title>
				<description><![CDATA[ I'm not sure any of the Chapter Tactics rules are hugely beneficial to Dreadnoughts, but some are obviously more relevant than others, starting with the least helpful (<span class="glossaryitem" onmouseover='gp(72);'>imo</span>):<br /> <br /> Raven Guard - <i>Almost</i> no benefit. Only take if the rest of the detachment will make use of the tactics.<br /> Black Templars - Niche benefits here, probably main one is Crusader for mullering units that attempt to flee with the Our Weapons Are Useless rule.<br /> Dark Angels - Dreadnoughts shouldn't overwatch often, and anything that charges them probably isn't afraid of a few pot shots.<br /> Imperial Fists - Bolter Drill only affects the underslung stormbolter, and Siege Masters relies on your opponent taking a building.<br /> Salamanders - Fun with underslung heavy flamers, but that sort of pidgeon-holes you into a drop pod, and you've said you'd rather a support role than a smashy role.<br /> White Scars - The fluff-bunny in you may want to reject this idea, but Hit & Run is a nice perk for something which generally isn't afraid of Overwatch and benefits from the extra attack. Again, not helpful to supporty dreadnoughts though.<br /> Iron Hands - The obvious fluff choice, but slightly hampered by the fact that either your opponent will focus down the dread in a single turn, a luck pen kills it in one go, or you simply forget <span class="glossaryitem" onmouseover='gp(681);'>IWND</span>. Combined with a Techy as the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice, can make it difficult for an opponent unable to take it out in one go.<br /> Blood Angels - Several extra dread types to choose from, but tend to be melee-focused and hampered by having less attacks than a dreadnought from a more recent Codex.<br /> Ultramarines - Semi-useful, particularly if your loadouts haven't gone for twin-linked weapons.<br /> <br /> I haven't rated Space Wolves, because I haven't got a clue on them, and I believe Grey Knights lost the upgrade that made their dual-dual-autocannons incredibly popular.<br /> <br /> I think I've covered most of the possibilities. Mostly not alot of difference between them but have a think about the rest of the allied detachment too.]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2016 01:18:23]]> GMT</pubDate>
				<author><![CDATA[ Quanar]]></author>
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				<title>Re:White Scars - Dreadnoughts (Looking for Advice)`</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/be32665e1a11a8635dd59b2258434452.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/679878/8451215.page"><b>Quanar wrote:</b></a><br/>I'm not sure any of the Chapter Tactics rules are hugely beneficial to Dreadnoughts, but some are obviously more relevant than others, starting with the least helpful (<span class="glossaryitem" onmouseover='gp(72);'>imo</span>):<br /> <br /> Raven Guard - <i>Almost</i> no benefit. Only take if the rest of the detachment will make use of the tactics.<br /> Black Templars - Niche benefits here, probably main one is Crusader for mullering units that attempt to flee with the Our Weapons Are Useless rule.<br /> Dark Angels - Dreadnoughts shouldn't overwatch often, and anything that charges them probably isn't afraid of a few pot shots.<br /> Imperial Fists - Bolter Drill only affects the underslung stormbolter, and Siege Masters relies on your opponent taking a building.<br /> Salamanders - Fun with underslung heavy flamers, but that sort of pidgeon-holes you into a drop pod, and you've said you'd rather a support role than a smashy role.<br /> White Scars - The fluff-bunny in you may want to reject this idea, but Hit & Run is a nice perk for something which generally isn't afraid of Overwatch and benefits from the extra attack. Again, not helpful to supporty dreadnoughts though.<br /> Iron Hands - The obvious fluff choice, but slightly hampered by the fact that either your opponent will focus down the dread in a single turn, a luck pen kills it in one go, or you simply forget <span class="glossaryitem" onmouseover='gp(681);'>IWND</span>. Combined with a Techy as the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice, can make it difficult for an opponent unable to take it out in one go.<br /> Blood Angels - Several extra dread types to choose from, but tend to be melee-focused and hampered by having less attacks than a dreadnought from a more recent Codex.<br /> Ultramarines - Semi-useful, particularly if your loadouts haven't gone for twin-linked weapons.<br /> <br /> I haven't rated Space Wolves, because I haven't got a clue on them, and I believe Grey Knights lost the upgrade that made their dual-dual-autocannons incredibly popular.<br /> <br /> I think I've covered most of the possibilities. Mostly not alot of difference between them but have a think about the rest of the allied detachment too.</div></blockquote><br /> white scars dont take dreadnaughts, they spam bikes like lemmings. are you suggesting that there is some people who dont do this? i thought this was a myth?]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2016 01:50:13]]> GMT</pubDate>
				<author><![CDATA[ ionusx]]></author>
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				<title>White Scars - Dreadnoughts (Looking for Advice)`</title>
				<description><![CDATA[ Currently in the fluff the White Scars have dreadnoughts. In the Kauyon book a chapter organization chart lists dreadnoughts in every company except 8th and 10th. White Scars had them in their first list; the one written for Paul Sawyer in White Dwarf. They loss them in the Adeptus Astares article. That lasted through the end of 3rd, all of 4th, & part of 5th edition. Until the <span class="glossaryitem" onmouseover='gp(143);'>WD</span> team painted up the starter box as <span class="glossaryitem" onmouseover='gp(149);'>WS</span> for a battle report.<br /> <br /> Also White Scar successors are known to field Dreadnoughts even when the parent chapter didn't. There is a picture of a Marauder Chapter Dreadnought in Forge World's Imperial Armor 2.]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2016 01:54:58]]> GMT</pubDate>
				<author><![CDATA[ Crimson Devil]]></author>
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				<title>Re:White Scars - Dreadnoughts (Looking for Advice)`</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/be32665e1a11a8635dd59b2258434452.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/679878/8451215.page"><b>Quanar wrote:</b></a><br/>I'm not sure any of the Chapter Tactics rules are hugely beneficial to Dreadnoughts, but some are obviously more relevant than others, starting with the least helpful (<span class="glossaryitem" onmouseover='gp(72);'>imo</span>):<br /> <br /> Raven Guard - <i>Almost</i> no benefit. Only take if the rest of the detachment will make use of the tactics.<br /> Black Templars - Niche benefits here, probably main one is Crusader for mullering units that attempt to flee with the Our Weapons Are Useless rule.<br /> Dark Angels - Dreadnoughts shouldn't overwatch often, and anything that charges them probably isn't afraid of a few pot shots.<br /> Imperial Fists - Bolter Drill only affects the underslung stormbolter, and Siege Masters relies on your opponent taking a building.<br /> Salamanders - Fun with underslung heavy flamers, but that sort of pidgeon-holes you into a drop pod, and you've said you'd rather a support role than a smashy role.<br /> White Scars - The fluff-bunny in you may want to reject this idea, but Hit & Run is a nice perk for something which generally isn't afraid of Overwatch and benefits from the extra attack. Again, not helpful to supporty dreadnoughts though.<br /> Iron Hands - The obvious fluff choice, but slightly hampered by the fact that either your opponent will focus down the dread in a single turn, a luck pen kills it in one go, or you simply forget <span class="glossaryitem" onmouseover='gp(681);'>IWND</span>. Combined with a Techy as the <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice, can make it difficult for an opponent unable to take it out in one go.<br /> Blood Angels - Several extra dread types to choose from, but tend to be melee-focused and hampered by having less attacks than a dreadnought from a more recent Codex.<br /> Ultramarines - Semi-useful, particularly if your loadouts haven't gone for twin-linked weapons.<br /> <br /> I haven't rated Space Wolves, because I haven't got a clue on them, and I believe Grey Knights lost the upgrade that made their dual-dual-autocannons incredibly popular.<br /> <br /> I think I've covered most of the possibilities. Mostly not alot of difference between them but have a think about the rest of the allied detachment too.</div></blockquote><br /> <br /> Wow, thanks for the comprehensive response. I wouldnt be opposed to keeping one dread in a drop pod to use as a deepstrike beatstick. I'll have to do some additional research and come up with a list to experiment with.]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2016 02:10:39]]> GMT</pubDate>
				<author><![CDATA[ the_kraken]]></author>
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				<title>White Scars - Dreadnoughts (Looking for Advice)`</title>
				<description><![CDATA[ I would probably go with a Rifleman Iron Hands dread squad parked in the back raining autocannon fire down on people. Essentially walking turrets, they're decent but not mindblowingly awesome. Being back-field AND having <span class="glossaryitem" onmouseover='gp(681);'>IWND</span> will mean that the opponent will likely never shift them from their position, while their <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>, light vehicles, flyers and non-power armored stuff takes a beating. ]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2016 02:12:47]]> GMT</pubDate>
				<author><![CDATA[ MechaEmperor7000]]></author>
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				<title>White Scars - Dreadnoughts (Looking for Advice)`</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6589eaac7f9e3e0c07e0f50256e97fd9.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/679878/8451311.page"><b>MechaEmperor7000 wrote:</b></a><br/>I would probably go with a Rifleman Iron Hands dread squad parked in the back raining autocannon fire down on people. Essentially walking turrets, they're decent but not mindblowingly awesome. Being back-field AND having <span class="glossaryitem" onmouseover='gp(681);'>IWND</span> will mean that the opponent will likely never shift them from their position, while their <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>, light vehicles, flyers and non-power armored stuff takes a beating. </div></blockquote><br /> <br /> That could be a lot of fun to run with.]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2016 03:55:29]]> GMT</pubDate>
				<author><![CDATA[ the_kraken]]></author>
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				<title>White Scars - Dreadnoughts (Looking for Advice)`</title>
				<description><![CDATA[ Might I suggest Mantis Warriors?<br /> <br /> White Scars successor with a very limited number of Marines due to being on a penitent crusade - so they have quite a few Dreadoughts, because every body matters.<br /> <br /> Their chapter tactics don't benefit the Dread directly, but they do let you take a Divination librarian for your allied <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, which can give the rest of your army some nice advantages.]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2016 09:46:31]]> GMT</pubDate>
				<author><![CDATA[ Furyou Miko]]></author>
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				<title>Re:White Scars - Dreadnoughts (Looking for Advice)`</title>
				<description><![CDATA[ I know it's not quite what you were after, but if you want to stay fluffy as possible. Actual White Scars Contemptor Dreadnoughts are a good choice, they're basically "fast" dreadnoughts, With move through cover and fleet (I think, I'd have to go back and look) and they are one of the Chapters guaranteed to have a few kicking around.]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2016 14:03:59]]> GMT</pubDate>
				<author><![CDATA[ Chapter Master Angelos]]></author>
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				<title>White Scars - Dreadnoughts (Looking for Advice)`</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/55c58a5908bac75a8d8a697378c2d98e.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/679878/8451738.page"><b>Furyou Miko wrote:</b></a><br/>Might I suggest Mantis Warriors?<br /> <br /> White Scars successor with a very limited number of Marines due to being on a penitent crusade - so they have quite a few Dreadoughts, because every body matters.<br /> <br /> Their chapter tactics don't benefit the Dread directly, but they do let you take a Divination librarian for your allied <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, which can give the rest of your army some nice advantages.</div></blockquote><br /> <br /> All space marine librarians can take divination now.]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2016 14:43:10]]> GMT</pubDate>
				<author><![CDATA[ Crazyterran]]></author>
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				<title>White Scars - Dreadnoughts (Looking for Advice)`</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/8525408f62422521347512877b2f3b5d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/679878/8451288.page"><b>Crimson Devil wrote:</b></a><br/>Currently in the fluff the White Scars have dreadnoughts. In the Kauyon book a chapter organization chart lists dreadnoughts in every company except 8th and 10th. White Scars had them in their first list; the one written for Paul Sawyer in White Dwarf. They loss them in the Adeptus Astares article. That lasted through the end of 3rd, all of 4th, & part of 5th edition. Until the <span class="glossaryitem" onmouseover='gp(143);'>WD</span> team painted up the starter box as <span class="glossaryitem" onmouseover='gp(149);'>WS</span> for a battle report.</div></blockquote><br /> <br /> This<br /> <br /> Though I feel they shouldn't have them. Their spirits should run free on<strike> the Night Lands</strike> Chogoris. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2016 14:50:04]]> GMT</pubDate>
				<author><![CDATA[ Grimtuff]]></author>
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				<title>White Scars - Dreadnoughts (Looking for Advice)`</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/55c58a5908bac75a8d8a697378c2d98e.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/679878/8451738.page"><b>Furyou Miko wrote:</b></a><br/>Might I suggest Mantis Warriors?<br /> <br /> White Scars successor with a very limited number of Marines due to being on a penitent crusade - so they have quite a few Dreadoughts, because every body matters.<br /> <br /> Their chapter tactics don't benefit the Dread directly, but they do let you take a Divination librarian for your allied <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, which can give the rest of your army some nice advantages.</div></blockquote><br /> The whole codex gets Divination access now. The Chapter Tactics need an update as a whole. ]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2016 16:34:25]]> GMT</pubDate>
				<author><![CDATA[ Slayer-Fan123]]></author>
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				<title>White Scars - Dreadnoughts (Looking for Advice)`</title>
				<description><![CDATA[ White Scars have some Dreadnoughts but not a lot. They prefer letting the soul roam free in the wind when they pass so they can continue the hunt and the cold sarcophagus of a Dreadnought prevents that. But sometimes they are a necessity to succeed in the mission, so they have a few for that purpose. <br /> <br /> Rules-wise, Hit and Run is good for something that doesn't want to be tarpitted. ]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2016 17:05:39]]> GMT</pubDate>
				<author><![CDATA[ Frozocrone]]></author>
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				<title>White Scars - Dreadnoughts (Looking for Advice)`</title>
				<description><![CDATA[ The <span class="glossaryitem" onmouseover='gp(39);'>FW</span> Chapter Tactics have some good picks too. Carcharodons give theirs Fear (so kinda like a Monstrous Creature) even though it won't matter most of the time, and can get Rage, which is awesome on an Ironclad (7 attacks on the charge? Yes please!). The Minotaurs get Crusader and an extra inch on the charge (kinda meh but it exists). Star Phantoms would gain <span class="glossaryitem" onmouseover='gp(126);'>TL</span> for a turn and have minor reserve shenanigans for the Drop Pods. <br /> <br /> That's it though. ]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2016 18:23:17]]> GMT</pubDate>
				<author><![CDATA[ Slayer-Fan123]]></author>
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				<title>White Scars - Dreadnoughts (Looking for Advice)`</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/679878/8452456.page"><b>Slayer-Fan123 wrote:</b></a><br/>The <span class="glossaryitem" onmouseover='gp(39);'>FW</span> Chapter Tactics have some good picks too. Carcharodons give theirs Fear (so kinda like a Monstrous Creature) even though it won't matter most of the time, and can get Rage, which is awesome on an Ironclad (7 attacks on the charge? Yes please!). </div></blockquote><br /> <br /> I could see that being potentially awesome on a drop pod assault dread.]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2016 18:41:12]]> GMT</pubDate>
				<author><![CDATA[ the_kraken]]></author>
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				<title>White Scars - Dreadnoughts (Looking for Advice)`</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/679878/8452268.page"><b>Slayer-Fan123 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/55c58a5908bac75a8d8a697378c2d98e.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/679878/8451738.page"><b>Furyou Miko wrote:</b></a><br/>Might I suggest Mantis Warriors?<br /> <br /> White Scars successor with a very limited number of Marines due to being on a penitent crusade - so they have quite a few Dreadoughts, because every body matters.<br /> <br /> Their chapter tactics don't benefit the Dread directly, but they do let you take a Divination librarian for your allied <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, which can give the rest of your army some nice advantages.</div></blockquote><br /> The whole codex gets Divination access now. The Chapter Tactics need an update as a whole. </div></blockquote><br /> <br /> Well that's lame. Really, really lame. Their use of divination is supposed to be one of the <i>key defining traits</i> of the Mantis Warriors.]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2016 19:21:52]]> GMT</pubDate>
				<author><![CDATA[ Furyou Miko]]></author>
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				<title>White Scars - Dreadnoughts (Looking for Advice)`</title>
				<description><![CDATA[ If I were to update them I'd probably say that the Librarians get a free roll of Divination without interfering with discipline focus or anything. <br /> <br /> It'd be a nice buff. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/679878/8453121.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/679878/8453121.page</link>
				<pubDate><![CDATA[Sun, 14 Feb 2016 23:08:29]]> GMT</pubDate>
				<author><![CDATA[ Slayer-Fan123]]></author>
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