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Warhammer 40,000: Kill Team (HoR)/Tactics/Grey Knights(7E)
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===Leaders Only=== *'''Consecrated Scrolls''': Thought the Eldar had the only perils-negating rule out there? Not anymore. If your guy ever Perils, you can roll a d6 and ignore it on a 5+. Nice! *'''Purity Seal''': Your Leader's IP boosts from 6" to 12". Being mostly Ld 8/9, this isn't such an auto-take. Save the points for a more necessary upgrade if you need it. *'''Sacred Incense''': Chaos Space Marines and models with the Daemon USR take -1I and Ld if they're within 3" of the Leader. Being that these models are usually I4 (I5 if aligned with [[Slaanesh]]), this can give you an edge in taking down the traitors before taking a hit. *'''Icon of the Just''': Grants a 5++ Invul. Don't take it with Terminator armor, obviously, but it's a decent idea otherwise. *'''Tarn's Wrath''': An average, everyday Force Halberd. Oh, and did I mention it lets you automatically activate Force? That's right. No more failed Psychic tests, no more getting cockblocked by lucky Deny rolls, and to top it all off, the entry states that Force only counts as having affected the wielder, meaning you can still combine it with Hammerhand and remain safely within your allotted powers per Mastery Level. *'''Minor Liber Daemonica Tome''': This handy dandy psychic how-to pamphlet allows its bearer to reroll results of 1 when attempting to manifest Sanctic powers. Not too shabby. *'''Ashes of Nicaea''': A S5 combi-bolter with a single use 12", S5 AP1 Assault 1 shot that, when fired at an enemy psyker, gains Fleshbane, Instant Death, and Ignores Cover. Any heretical space wizard that eats a round from this thing will almost certainly be deleted from the board before your opponent even realizes what's happened.
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