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===Cult of Duplicity=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:CultOfDuplicity.jpg|100px|left|]] The Cult of Duplicity is unique within the Legion in that it both is and is not guided by a unified desire. The Sorcerers of this cult are by their very nature deceivers, at once appearing fractured and singular in their purpose. As such, it is impossible to know whether the sects within the cult are acting independently or as part of a singular, terrifying plan. Thematically the Cult represents all the loner space-wizards who think they know better than each other, banding together to prove that working alone is the best way to get things done as a group. Mechanically the Cult provides a great deal of pre-game and in-game manipulation of units whilst recharging your own or your opponent's command points. <div class="mw-collapsible-content"> *'''Psychic Power - Sorcerous Facade (Warp Charge 8):''' Select a friendly {{W40kKeyword|Cult of Duplicity Infantry}} or {{W40kKeyword|Monster}} unit within 6" of this psyker. Remove that unit from the battlefield, then set it up anywhere on the battlefield that is more than 9" away from any enemy model. That unit is treated as having moved this turn. **The Mutalith Vortex Beast is a Monster, one with short-range MIND BULLETS and explodes on a 4+. A strong argument can be made to bring them now as exploding warp-beasts. *'''Warlord Trait - Master Misinformator:''' At the start of the first battle round, before the first turn begins, select up to D3 {{W40kKeyword|CULT OF DUPLICITY}} units (excluding {{W40kKeyword|VEHICLES}}) from your army. Remove these units and this Warlord from the battlefield and then set them up again following the normal deployment rules for those units and the mission being played. *'''Relic - Perfidious Tome:''' In your command phase, roll one D6 if a model with this relic is on the battlefield. On a roll of 1 your opponent gains 1 Command Point. On a roll of 4+ you gain 1 Command Point. It's something that has tactical applications (even if you and your opponent are all out of Command Points you have a 4+ of getting a CP) but at the same time might have devastating consequences; your opponent just might be one command point short of achieving his strategy to win the game and "Oh, fuck, I just rolled a 1!" </div></div>
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