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====Arcane Wargear==== The following are available only to Haemonculus and each one can only take 2 of them. ** '''Animus Vitae:''' Every time you kill an enemy model, you can taken an LD test. If you pass, you get a Pain Token. Fun, but unreliable and generally counts on the Haemonculus doing well in CC which is a dicey proposition. It also eats into your Arcane Wargear allowance and is thus usually to be avoided. ** '''Casket of Flensing:''' Range 12, S:D6, AP:D6 Assault: 2D6, one shot. If everything goes [[Just As Planned]] this could be potentially hilarious, but the odds of that happening are basically nonexistent. Skip it. ** '''Liquifier Gun:''' Flamer with AP:D6. Also available to Wracks and Grotesques. Should instantly be one of your first choices, as Flame Templates are always good and if you roll AP3 against some Marines in cover you might just cause your opponent to break down and cry. Also potentially lulzy in overwatch. ** '''Vexator Mask:''' Your opponent has to take an LD test to strike at the wearer. Could be a fun way of dicking over a challenge opponent, but practically it's on the unreliable side. A baby's first mindshackle scarab. ** '''Scissorhand:''' +1 Attacks (+2 with another weapon) with Poisoned 3+. If you're running a front lines Haemonculus, this will not disappoint. ** '''Archangel of Pain:''' Once per game, all enemy units within 3D6 have to take an LD test or be reduced to WS and I1. Not even remotely reliable enough to be worth it. ** '''Hexrifle:''' Sniper Rifle with AP4 and Assault 1 (as opposed to Heavy). If you wound someone, they have to take an Wound test or auto-die. Could be useful for dicking over IC or Nobs, but remains controversial. Can also be taken by an Acothyst, where it can be used to pick off wounds if you're camping in cover to hold an objective. ** '''Shattershard:''' Once use only Flame template. Everyone hit by it has to take a Toughness test or be Removed From Play, no Eternal Warrior or Saves allowed. Ho. Ly. Shit. This is one of the nastiest Arcane Wargear available. It will rarely disappoint and will occasionally do something completely crazy ("What's that? Abbadon rolled a 6 for his Toughness Test? Off he goes.") You have to get your Haemonculus pretty close to use it right, but when you pull it off it's AWESOME. ** '''Crucible of Malediction:''' Once per game, all Psykers within 3D6 must take an LD test or get pulled off the board, no Saves allowed. This requires a very specific setup and will more often than not be completely worthless. Could be worthwhile in casual, but leave it out of competitive play.Take one against Grey Knights ; Troll. However, with Matt Ward being Matt Ward, GK fags only need to take one leadership test and lose only one figure if it fails. Thanks 6th ed. errata. ** '''Orb of Despair:''' Range: 6, S10 AP1 Assault 1 Blast, once per game. Rolls against target's LD instead of T. It's short range and scatter could cost you dearly and it's hard thing to use right. Not really reliable enough for competitive play. ** '''Dark Gate:''' Range 12, S10, AP- Large Blast, one shot. In the hands of a really skilled or lucky player, this could be devastating, but it's too likely to bounce off Marines. Probably not worth it.
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