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===SM Special Rules=== *'''And They Shall Know No Fear:''' Reroll your Failed Nerve Checks. With base Ld7, this means 2 models have to be dead for one of your solitary models to even have a chance to get Shaken after two consecutive 6s. **RAW this actually does nothing. Since re-rolls happen before any modifiers are applied to the outcome and you can't roll a 7+ with a d6, its impossible to fail a Nerve test before you check if you can reroll. After this however, the modifiers will apply, meaning that if you have 2 marines already out of action your other marines will fail their Nerve test on a 6, without their ability granting them a re-roll. The only way to re-roll a failed nerve test right now, is a tactical re-roll for 1 CP. However, RAI is so obvious here that literally nobody from LGS to the big Tournaments plays it that way. Not to mention the other things it breaks. As it stands, its mostly just another example of GW's amazing writing. *'''Transhuman Physiology:''' Ignore -1 penalty to hit from the first flesh wound suffered in a game. *'''Iron Halo:''' Exclusive to the Primaris Captain, it gives him a 4++. Useful for when someone thinks they can beat your space marines with just some big numbers in their AP stat. *'''Rosarius:''' Same thing as the Iron Halo, but for the Primaris Chaplain. *'''Psychic Hood:''' Exclusive to the Primaris Librarian, gives a +1 to his Deny the Witch roll when within 12" of the psyker he's attempting to deny.
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