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Warhammer 40,000: Kill Team (HoR)/Tactics/Chaos Daemons(8E)
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==Rules== *'''Chariots''': Your chariots cannot hide in cover. Well, shitsux. You're gonna need to keep them moving to survive. *'''Instruments of Chaos''': Allows same-god models within 6" to add +1 to any charge/advance rolls, which incentivizes keeping your gods in tribes, if not going full mono-god. *'''Daemonic Icon''': Critical for recouping losses during a Rout check. If you roll and any die shows a 1, you can recover d6 models so long as both the icon, the model taking the test, and the models being replaced are of the same god and are all within 6" of the Icon. Similarly, if a model within 3" of an icon of the same god rolls a 1 on a Nerve check, they can resurrect a single lesser daemon of the same god. *'''Daemonic Ritual''': Each turn you can forgo moving to summon backup. You roll d6+Round and if you beat the casting value, you can summon a lesser daemon of a similar alignment. These daemons are free and do not count for routing, but do not stay for campaigns and horrors cannot split up without paying for it. *'''Amended Psychic Powers''': A ''lot'' of these powers were changed to fit the single-models meta: **''Cacophonic Choir'': Targets the highest Ld among the targeted enemies **'''Pavane of Slaanesh'': Targets anyone within 3" of the target. **''Bolt of Change'': Turns targets into horrors instead of...[[Chaos Spawn|those things]]. **''Treason of Tzeentch'': WC value increases for each model that's closer to the caster than the enemy. **''Infernal Gateway'': The target and d3 others all eat a mortal wound. Augmenting this to cast on a 12" instead does this to d6 other models. **''Stream of Corruption'': Only does d3 Mortal Wounds. **''Nurgle's Rot''': Targets only one lone model and makes it a bit harder to deal a lone mortal wound.
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