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===Strength=== Introduced in Kill-Team: Rogue Trader, reprinted and slightly updated in Kill Team: Commanders. Another melee-focused specialist, Strength doubles down on straight-up boosts to the user's innate attack power. *'''Muscular (Lv 1):''' Add 1 to this modelโs Strength characteristic. **'''Juggernaut (Lv 2A):''' Add 1 to wound rolls for this model in the Fight Phase if it made a successful charge. Absolutely wonderful, despite any concerns about overlap with the baseline +1S. ***'''Bull Charge (Lv 3AA):''' Add 1 to the Attacks characteristic for this model in the Fight Phase if it made a successful charge. ***'''Sunderer (Lv 3AB):''' Subtract -1 from the AP of this model's melee attacks (e.g. AP0 becomes AP-1). **'''Brutal Strikes (Lv 2B):''' Re-roll wound rolls of 1 in the Fight phase. ***'''Devastating Power (Lv 3BA):''' All melee attacks from this model deal 1 extra damage. Put this on a model with a melee weapon with low str (since you have +1 from Muscular) and low damage, but has excellent AP, such as a Power Sword, to really notice this thing in action. ***'''Crusher (Lv 3BB):''' Add 1 to all injury rolls caused by melee attacks from this model. ====Unique Tactics==== *'''Level 1- Body Slam (1 CP):''' After a successful charge from a Strength specialist, roll a d6 for each enemy model within 1". They take mortal wounds on a 6. *'''Level 2- Mighty Blow (1 CP):''' Use before rolling to hit. When choosing a Strength Specialist who is Level 2 or higher to fight, if their attack hits, the enemy model takes a mortal wound and the attack sequence ends. *'''Level 3- Grab and Throw (1 CP):''' Use when an enemy model takes a falling test within 1" of a Strength Specialist who is Level 3 or higher (which does not have to take a falling test). Instead of taking the test normally, the controlling players of both models roll off and add their respective model's Strength to the result. If the user's score is greater than or equal to the opponent's, the falling test is failed.
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