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Warhammer 40,000: Kill Team (HoR)/Tactics/Deathwatch(7E)
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===Leaders Only=== *'''Triflame Vambrace''': A curious item from the FFG catalog, this is a flamer with three modes: A murderous 6" S6 AP2 kill-shot, a 12" S5 AP3 blast, and a standard Template with S4 AP4. Remember that flamers work differently here, and that the enemy must test for initiative or go on fire, and for every successive initiative test they fail, they win a S3 AP- hit. Remember to cheer for them. A close ranged piece of gear, it is properly best for a close combat character, as a guy like that are more likely to be within range. I mean, 6"? Basically charge-range. *'''Refractor Field''': A 5++ save. Nice if you can add it in, though expensive (yes, 15 pt is expensive in Kill Team). If you encounter many Fire Dragons or similar troops, the Refractor Field can be very good, though Cover might be just as good in that case. Fuckin' Fire Dragons. *'''Purity Seal''': Increases the Leader's Inspiring Presence range to 12", which is a good help for a support leader, and is cheap to boot. Unfortunately, Marines tend to be hard to break in general,so maybe leadership isn't too much needed. You decide. *'''Marksman's Honour''': Re-rolls 1's to-hit. Not a bad item, but some guys do have better ways with their specialties, like Imperial Fists. For anyone else, this is both cheap and useful, letting you re-roll half your misses. Remember to use an Overcharged weapon with this one. *'''Skull of Brantor''': A Servo-Skull that reveals absolutely anything within 24" of him. Nice and cheap way to foil an ambush or spot campers, and is an absolute pain for sneaky troops with big guns, like Kommandos with Skorchas. Believe me, I've tried.
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