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==Armies of Renown== ===Coteries of the Haemonculi=== Just like in 7E, the Haemonculi gain another focused variation to their army. This particular version bolsters their durability a fair bit more in place of any custom obsession. *'''Restrictions:''' You can only take {{W40kKeyword|<Haemonculus Coven>}} and {{W40kKeyword|Blades for Hire}} units. You must take a Haemonculus as a warlord. *'''Benefits:''' Alongside the {{W40kKeyword|Coteries of the Haemonculi}} keyword given to all units, you replace your obsession with a 4+++ FNP against mortal wounds (though it works on any wounds when a unit is below half-strength) and the ability to charge after falling back. *'''Warlord Traits:''' #'''Calculating Gaze:''' {{W40kKeyword|Core}} units within 6" can re-roll 1s to hit. #'''Schemer Supreme:''' Whenever the enemy spends a CP for a stratagem, you can siphon off that CP on a 5+. #'''Artist of Dark Alchemy:''' Once per turn, you can make one {{W40kKeyword|Core}} unit within 6" of the warlord re-roll randomized hits, such as for the ever-trusty Liquefiers. *'''Relics:''' **'''Transfixer of Excruciation:''' Replaces an ichor injector. A hit not only deals a mortal wound, but it also deals a -1 to WS, BS and Strength, crippling that enemy for the game. **'''Mask of Torment:''' At the start of the Morale phase, pick one enemy within 12" of the bearer - that enemy takes a -4 to Leadership for the phase, practically guaranteeing a broken unit. **'''Stinger-Engorger Pistol:''' Replaces a stinger pistol. Now fires an insane FIVE shots and scoring at least one wound degrades the target's save by one step for the turn, softening them up for the rest of your toys. **'''Biotargeting Orb:''' Pick one enemy unit at the start of the game. The bearer gains a 6" aura that lets {{W40kKeyword|Core}} and {{W40kKeyword|Character}} units gain +1 to hit, but only when firing at that chosen foe. *'''Stratagems:''' <tabs> <tab name="Requisition"> *'''Art of Poisonry (1 CP):''' One character improves a 4+ poisoned weapon to 3+. *'''Mercies of the Harmon (1 CP):''' One character boosts their auras and command abilities by +3". *'''Wealth and Power (1 CP):''' Pick one {{W40kKeyword|Core}} unit. Any guns they have gain +1 to strength. </tab> <tab name="Strategic Ploy"> *'''Brutal Vivisection (1 CP):''' Triggered when a unit kills at least one enemy model in the fight phase. The next time that enemy fights back, they suffer -1 to their wound rolls. *'''Mercies of the Haemonculus (1 CP):''' After wiping out an enemy unit in combat, the victorious unit gains a 4+++ FNP for the rest of the game. *'''Protect the Great One (1 CP):''' Whenever a Haemonculus is hurt, your {{W40kKeyword|Core}} units can re-roll charges against the enemies responsible and re-roll to hit and wound them. *'''Visions of Butchery (1 CP):''' At the end of the charge phase, roll a 2+ for a unit engaged with your army. On a 2+, that unit loses ObSec for the turn. </tab> <tab name="Wargear"> *'''Venom of Agonising Atrophy (1 CP):''' When a non-vehicle unit is hurt by a poisoned weapon, they each model in that unit loses 1 attack for the rest of the turn. </tab> </tabs>
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