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Warhammer 40,000: Kill Team (HoR)/Tactics/Rogue Traders(8E)
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==Rules== *'''Xenos Hirelings''': You can buy Xenos mercenaries for your team, all with their own special allotment, but they can never be a team leader. If you want more xenos, you'll need to offer up Special Slots. *'''Hot Lead or Cold Steel''': Similar to the Arbites and Inquisition, you have plenty of lackeys and specialists that are specialized for either melee or shooting. Remember that this choice is permanent for each model. *'''Rouge Trader Dynasty''': Unlike any other army (except the Opus-exclusive Guard tactics), where your wildcard keyword tends to have a special rule, yours locks you into certain philosophies. You can pick one of the following: **''Militant'': Your troopers add +1 to Leadership and can re-roll charges while within 6" of an Advisor. You can also buy a bonus Errant Astartes/Arch-Militant. **''Forge-Blessed'': Your entire army can use a Canticle from the AdMech for one turn. You also remove the hardcap on the Explorator, an oddity since most just let you add an extra advisor of the appropriate type. **''Expeditionary'': Terrain no longer bothers your boys while moving. You can also deploy up to 4" away from the edge of the table for some extra infiltration room. **''Missionaria'': Your force get a bonus attack while within 6" of an advisor. You can also add a bonus Missionary for more face-beating. **''Xenophilic'': Your xenos-loving ass can grab hirelings as core. **''Crusade-Era'': You have 2 extra special slots and can buy an extra model of any advisor you wish, but you lack any ways to change your gameplay. **''Reaver'': Now this is scary. +1S on the charge isn't much, but being in cover while within 3" of an objective does make you tough to shift.
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