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Warhammer 40,000/Tactics/Kill Team(9E) Chaos
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===WC Wargear=== *'''Gargoyle Bayonet (2 EP):''' {{W40kKeyword|Rubric Marine}} operatives only. WS 3+ D4/4 melee weapon, making melee for a rubricae slightly less miserable. *'''High-Capacity Magazine (1/3 EP):''' Pick one autopistol, inferno boltgun, or inferno bolt pistol the bearer has. That gun has the Ceaseless rule, making for a more effective gun. **This is especially useful for the Rubric Warriors who live and die by their guns. That said, the cost is quite extreme for anyone that doesn't have an autopistol, meaning that your one rubric marine now cost you 3 EP. *'''Occult Talisman (2 EP):''' Grants the unit a 5+++ FNP save against any mortal wounds, which can also help blunt snipers. *'''0-1 Sorcerous Scroll (4 EP):''' {{W40kKeyword|Sorcerer}} operatives only. Allows the bearer to cast a power from a discipline they did not learn once per game. *'''Arcane Robes (2 EP):''' {{W40kKeyword|Sorcerer}} operatives only. Once per game, the bearer can convert one critical damage they suffer into normal damage, however, it doesn't affect crit effects. In most cases it translates to the Sorcerer having 1 to 2 additional wounds. *'''Ensorcelled Rounds (2 EP):''' {{W40kKeyword|Tzaangor Fighter}} operatives only. The bearer's autopistol adds +1 to their damage stats. *'''Gilded Horns (1 EP):''' {{W40kKeyword|Tzaangor}} operatives only. Whenever the operative charges, one hit of 5+ is considered a critical hit instead.
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