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===TS Special Rules=== *'''Death to the False Emperor:''' You've seen it, you know. Any hit roll of a 6+ in close combat against an {{W40kKeyword|IMPERIUM}} model generates another attack roll against the same target with the same weapon. These bonus attacks cannot generate further bonus attacks. Also note, it you take two or more Flesh Wounds, you will be unable to trigger DttFE, due to the -1 or worse to hit. But considering your lack of close combat weapon options, you should avoid close combat wherever possible. *'''All is Dust:''' Unique to Rubric Marines and Rubric Marine Gunners, your +1 to saving throws against weapons with a damage characteristic of 1. Additionally the Rubric Marine Gunner ignores the -1 to hit penalty for moving and firing Heavy weapons. *'''Favoured of Tzeentch:''' Gives the model a 5+ invulnerable save. A good fall back save if your Rubric marines get hammered with meltaguns and overcharged plasma guns (because of All is Dust, see above). Not the most reliable save, but AP is plentiful in Kill Team and as one of the few factions that have them, it's better than nothing. *'''Aura of Dark Glory:''' Favoured of Tzeentch, but for your Tzaangors. +5 invulnerable save. Basically guardsmen armour, but one that you can take regardless, be it a lasgun or a meltagun. *'''Transhuman Physiology:''' Unique to the Aspiring Sorcerer only, this allows him to ignore the first flesh wound suffered for to hit penalties (won't stop the +1 to injury rolls though. Useful, but situational, as you don't necessarily want your sorcerer too close to the action in order to shoot/fight, since he can just smite instead.
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