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Warhammer 40,000/Tactics/Imperial Militia and Cults (30k)
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====Psyarkana==== As of ''HH8: Malevolence'' the Imperial Militia were granted access to Psyarkana items. Although their level of access is severely limited compared to Space Marine Legions, they do have a handful of items that they are permitted to take. Bearing in mind that the only available Independent Character in the army is the Force Commander. *'''Icon of the Blazing Sun:''' Available to Loyaltist Independent Characters. Daemons locked in combat get their WS reduced to 1. With the right gear and Provenance this could make your warlord merely ''alright'' against Daemons as well as giving an attached melee squad a sorely needed edge. The other ability allows you to nullify psychic powers, though with a base Leadership of 8 it is a bit of a gamble otherwise you lose wounds for the attempt. This psy-relic does have uses, but it's almost certainly not worth specialising that much. *'''Liber Magra Veneficarum:''' Traitor Independent Characters only. Get one level of Psychic Mastery and the ''Incursion'' power. The guaranteed ability to summon Daemon Brutes/Beasts can be pretty cool, though as a WC3 Daemonology power it might be a bit difficult to manifest without having a few extra warp charges in the bank, but luckily traitors can also take Rogue Psykers as other HQ choices. *'''Terminal Lucidity Injectors:''' No, your Force Commander is not strong enough to justify one final burst of ranged shooting or one final melee attack ''(that still needs to roll to hit and to wound)'' is just not worth it. *'''Psy-Resonant Pentacles:''' A cheap option that can really mess with Daemons or Psykers in close combat by dropping them to the rear of the Initiative order, so if you have the Force Commander in a melee squad like Ogryns you could pull off something surprising. It's cheap enough that if you know you're fighting the right opponent you can take it as a throwaway option that makes itself useful, just don't spring for an Iron Halo because it overrides the save with a 5++. *'''Armatus Necrotechnica:''' 50 points to give a tank the ability to self-heal on a 6+ whenever models within 6" lose wounds, as well as dropping Ld values by -1 in the same radius. While this sounds underwhelming, it does apply the healing ''every time'' models lose wounds and not just once per turn. It is probably too expensive to put on a Leman Russ tank, Malcadors might do better, but Stormhammers with EIGHT Heavy Flamers are suddenly going to be impossible to kill once they get within firing range and have a large enough table footprint that the Ld Aura will be huge.
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