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Warhammer 40,000: Kill Team (HoR)/Tactics/Inquisition(7E)
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===Leaders Only=== *'''Inquisitorial Mandate''': A single-use item for any assault phase. When called, it gives all models within 2d6" of the Inquisitor +1 Attack. Enjoy the essentially free rage for your goons. *'''Refractor Field''': You can never go wrong with a 5++ Invul. Ever. *'''Familiar''': Gives a re-roll on a psychic test. Always a good take on a psychic Inquisitor. *'''Power Stake''': Thought hidden Power Fists were bad? For ten points less, you get one even WORSE; You can sacrifice all your attacks for one staking. If it hits, the enemy gets an automatic unsavable wound with ID. Yeah, use this and don't blame us if someone tries to strangle you over it. Issue is that you're only limited to ONE hit. Hope you survive long enough to make that hit. *'''Bionic Eye''': Night Vision and re-rolls on 1s to-hit when shooting. Always a better grab than the Targeter. *'''Excruciator''': Yeah, you have a pocket torture device. If you ever hit, you get a bonus S3 AP- Rending attack that auto-hits at I1. A good way to add a little bonus punch, but it's still one attack. *'''Condemnor Grenades''': Since this was likely made before 7E Grey Knights, the Big I only gets harmless grenades that only auto-perils anyone hit by the Large Blast. *'''Hexagrammic Wards''': A likely outdated upgrade, this forces models within 12" of the Leader to take -1 Ld when focusing for psychic tests. If you want to use this, you could houserule this to forcing a -1 for psychic tests or giving your guy a +1 to deny. *'''Experienced Hunter''': A cheap way to gain Preferred Enemy based on your Ordo. Malleus gets PE (Daemons), Hereticus gets PE (Psykers), and Xenos gets PE (Xenos codices). Only grab when you find your key counterpick.
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