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=====Ordo Xenos Special Wargear===== *'''Digital Weapons''': Re-roll a single failed To Wound roll each assault phase. Could help get that lucky Force strike in. If you're in melee, and Ordo Xenos, things have probably gone wrong already, unless you take the following two trinkets in which case it could be a very good investment... *'''Psychotroke Grenades''': Roll a d6 when in the first round of an assault and something hilarious could happen: ** 1 - Jack shit. Better hope you're with a good assault squad. ** 2 - All your attacks auto-hit. Also, the enemy models only get 1 attack each. Roll this against something that has a fuckton of attacks and high WS (Ork Boyz, Daemonettes, Wulfen, Genestealers), and watch the opponent rage harder than the Angry Marines. ** 3 - You re-roll failed hits. Not so great, especially if you're in a Henchman Warband where a Priest is giving the unit Hatred, or have an allied Priest in the same unit. ** 4 - The enemy is now Ld2. Fearless ignores this natch, but for any non-fearless units the price of losing combat by even a pitiful 1 wound just got extremely high. ** 5 - The enemy is now I1. No longer worthless now that Psyk-out grenades have been changed. It combos best with Empyrean Brain Mines, which your Inquisitor can't get, though if you did take a Malleus Inquisitor and aren't fighting Daemons then good on you. ** 6 - All enemy models must make initiative tests. If a model fails they attack their own guys instead of yours, and any wounds count toward your Combat Resolution. Single model units re-roll this result. This is the result you hope for against Orks and Tyranids, aside from #2. It can also be pretty sweet against Daemons if you use the Grimoire of True Names to nuke a big monster's Initiative. *'''Rad grenades''': Grenades that reduce the enemy's toughness by 1 for a round when in assault. Pretty nifty. Pretty much a guaranteed brief enfeeble on the enemy. **Has the strange property of not limiting the reduction of toughness to 1. Per 40k rules, T0 results in instant death. Also makes no mention that it doesn't stack with other units. So if 3 ordo Xenos with rad grenades charge a 50-strong guardsmen blob ''as separate units'', all 50 instantly die. Field 25 of them for 1000 points, and slowly march them up the field. Laugh as everything dies from being near them. Take some skitarii allies and stick him in a squad of vanguard, laugh as your inquisitor kills the mighty space marines on a 2+! **Note too that this Rad grenade stacking strategy is one of the few counters to the new Split rule the Pink Horrors have gotten. Separate Inquisitors can charge in, and cause all Daemons involved to die by proxy, then do that to the Blue Horrors, then the Brimstone Horrors, without much worry. *'''Ulumeathi [[Plasma Syphon]]''': [[Matt Ward]]'s infamous addition to the Grey Knights is now (mercifully) in an army that isn't quite as likely to abuse it. It still reduces all models firing plasma weapons within 12" to BS1, making it a pain in the ass to anyone who relies on them. This new book also makes it clear that all plasma weapons count, including the Tau's plasma rifles.
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