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==== Pariah ==== :''Those born with the Pariah gene are frequently doomed to a brutally short life without ever being able to experience the kinship that they observe in all other members of their own kind. Those that survive, however, many eventually realize that their curse is, to some, a treasure beyond price. One of the best-known – though by no means well-known – organizations that welcome Pariahs is the temple of the Culexus Assassins, who will embrace them for what they are, and offer them purpose in the service of the Emperor if only they can meet their exacting requirements. But another, more sinister offer is sometimes made by a mysterious agent, promising a new body and adoption into an eternal family of beings like what they will become, and asking only that they bring ruin to those that rejected them – an appealing option to a dispossessed exile. If they are especially fortunate, those who accept such an offer will annihilate their former kin with such relish that they never realize that they have lost any choice but to do so forever…'' '''HQ 150pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Pariah | 4 | 4 | 5 | 5 | 2 | 5 | 2 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' A Pariah is Infantry (Character) '''UNIT COMPOSITION''' 1 Pariah '''WARGEAR''': * Close combat weapon * Phase shifter '''SPECIAL RULES''': * Fear * Fearless * Hatred (Everything) * Instant Death<nowiki>*</nowiki> * Psychic Abomination <nowiki>*</nowiki>''This rule applies to all of this model’s melee attacks only, regardless of the weapon being used and in addition to any weapon special rules.'' '''Psychic Abomination''' :''The mere presence of a Pariah inspires panic and revulsion in those nearby. For those who are sensitive to the Immaterium, it causes physical agony and maddening terror. But when this is amplified by the augmentations of the C’tan and driven by malevolent resentment, it becomes a weapon lethal to all life.'' Psykers, friend or foe, within 12" of a Pariah have -3 Leadership, do not generate any Warp Charge (i.e. they do not add dice to their owning player’s Warp Charge pool in the Psychic phase) and only harness Warp Charge points on a 6. A Pariah can never be targeted by psychic powers – other units in the Pariah’s vicinity that are hit by '''beam''' or '''nova''' powers, or by '''witchfire''' powers that use templates, are hit/affected normally. Any '''blessing''' or '''malediction''' psychic powers affecting a unit immediately cease to be in effect if the unit moves within 12" of a Pariah or vice versa. '''OPTIONS''': * May exchange their Close combat weapon for a Warscythe with a built-in Gauss Blaster for 30pts. -----
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