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Warhammer 40,000/10th Edition Tactics/Chaos Space Marines
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====Enhancements==== *'''Eye of Tzeentch:''' {{W40kKeyword|Tzeentch}} only, of course. Whenever the bearer's unit uses Dark Pacts, they also need to make a Leadership test for a free CP. *'''Intoxicating Elixir:''' {{W40kKeyword|Slaanesh}} only. Grants the bearer a 5+++ FNP and whenever they make a Dark Pact, one enemy they hit must take a battle-shock test. **You don't want this on a Leader, since it really only benefits one model - instead, you want this on a model that would otherwise be taking heavy fire. Since it keeps your Wounds up, you most likely want this on a Winged Daemon Prince, to make the most of having more Wounds remaining. *'''Liber Hereticus:''' {{W40kKeyword|Chaos Undivided}} only. Using Dark Pacts grants the bearer's unit both ''[Sustained Hits 1]'' AND ''[Lethal Hits]'' at the same time, as if there was a Helbrute nearby. *'''Orbs of Unlife:''' {{W40kKeyword|Nurgle}} only. At the end of the fight phase, roll a d6 for every enemy unit within 6" of the bearer, adding +1 if they used a Dark Pact on that turn. On a 4+, the enemy suffers d3 mortal wounds. *'''Talisman of Burning Blood:''' {{W40kKeyword|Khorne}} only. Bearer's melee weapons gain +1 to Attacks and Strength. Whenever the bearer's unit makes a Dark Pact, the weapon instead adds +d3 to Attacks and Strength. **You want this on a model with weapons that have '''Extra Attacks''' so the buff happens multiple times, meaning this is ideal on a Lord Discordant (how you will get the model into melee without it dying on the approach is, well, your problem).
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