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Warhammer 40,000: Kill Team (HoR)/Tactics/Chaos Daemons(7E)
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===Leaders Only=== *'''Warp Coalescence''': A one-time ability that grants d6 unengaged Daemons on your side to teleport within 6" of your user. For a Khorne army, this is a major blessing as it'll give you a shot to bring them to their kills. *'''Warp Beacon''': Models that Deep Strike within 6" of the user don't scatter. If your user can survive long enough to benefit from it, it'll help to use them for the goal you need them for. ====Khorne Only==== *'''Khorne's Ruling''': A Two-Handed Power Axe with the equivalent of Rampage (If facing 3+ enemies in combat, the user gains +3 more attacks), this isn't that smart an idea if you're aware of something more likely to waste you like Fists. Otherwise, just pray you'll survive long enough to waste everything. ====Tzeentch Only==== *'''Wand of Whimsy''': As befitting the God of Change, this is an item used in the Psychic Phase. On your psychic phase roll a d6: on a 1, you Perils; on a 2-3, nothing happens; on a 4-5, you can re-roll one Warp Charge for the turn; on a 6, you gain an additional ML and can use another power based on what you can use. Quite handy based on how you roll. ====Nurgle Only==== *'''Plague Casket''': This is basically your risky bomb. Once per game, you can use this in any phase, including your opponent's; All models including friendly ones must test T or take one unsavable wound. Of course, if you have Nurgle models with you, this won't matter, so stick yourself with a few if you need a retinue. ====Slaanesh Only==== *'''Shrieking Lash''': A curious melee weapon, it's S:User and AP-, but if you're up against anything with I7 or less, you automatically gain AP2. This pretty much means you'll cleave through about anything less than an Eldar or Broodlord.
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