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Warhammer 40,000/Tactics/Kill Team(8E)
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===Zealot=== A more defensive melee specialist that can buff allies, debuff enemies, and mess with morale. One of its advancement branches also grants it FnP and immunity to being shaken. *'''Frenzied (Level 1):''' This model gains +1 to its Strength and Attacks if it charged this round. **'''Exultant (Level 2A):''' : Opponents must re-roll unmodified hit rolls of 6 for models from their kill-team within 3" of this model, as long as it is not shaken. ***'''Puritan (Level 3AA):''' The model re-rolls failed hits in the fight phase if its target doesn't share faction keywords with it. ***'''Rousing (Level 3AB):''' If this unit isn't shaken, models from your kill-team within 6" of it gain +1 to their Leadership. **'''Flagellant (Level 2B):''' This model gets FnP on a 6+. ***'''Fanatical (Level 3BA):''' This model never fails Nerve tests. ***'''Strength of Spirit (Level 3BB):''' This model subtracts 1 from injury rolls it takes. ====Unique Tactics==== *'''Level 1- Killing Frenzy (1 CP):''' When a Zealot Specialist is selected to fight, attacks which hit on a 6+ generate a bonus attack. *'''Level 2- Martyr (2 CP):''' When a Level 2+ Zealot Specialist loses its last wound (but before it rolls injury dice), it can either shoot as if it was the shooting phase or pile in and make a single attack as if it was the combat phase. *'''Level 3- Terrifying Rampage (2 CP):''' At the start of the Morale phase, pick a Level 3+ Zealot Specialist that took an enemy model Out of Action in the combat phase. Enemies within 6" of that model must make a nerve test and become shaken if they fail it.
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