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Warhammer 40,000/9th Edition Tactics/Chaos Daemons
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====<span style="color:#01bbe3;">Relics</span>==== *'''The Endless Grimoire:''' {{W40kKeyword|Tzeentch Psyker}} only. Adds an additional step between knowing more powers, as now the bearer must waste a turn to learn an additional power. On the plus side, this can let you learn multiple powers, but there's no need to use this more than once. *'''Everstave:''' {{W40kKeyword|Tzeentch Psyker}} only. If this model rolls a 9 to cast Smite or any other witchfire power, the power can't be blocked. *'''The Impossible Robe:''' {{W40kKeyword|Tzeentch}} models only. Once per phase, you can negate the damage of an attack that gets past your save. Beware any attempts to cheese that out with a line of lasguns before firing the lascannon, as you get to choose which wound to ignore. *'''Warpfire Blade:''' One melee weapon of your choosing becomes a relic, adding +1 to its damage and making any natural 6s to wound deal a mortal wound on top of everything else. None of your characters want to be in melee though, so why are you taking this? *'''Ruination:''' Replaces a rod of sorcery, becoming a 12" Assault 3d3 weapon with S6 AP-2 D3. More rapid-fire mayhem than focused-fire destruction. *'''Soul-Eater Stave:''' {{W40kKeyword|Tzeentch Psyker}} only. Whenever an enemy is killed by the bearer's psychic power, they can regain a wound on a 4+ to a max of 6. Nice to make your Lord of Change super tanky. The Impossible Robe is probably better than this, since healing wounds is worse than just not taking damage in the first place.
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