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Warhammer 40,000: Kill Team (HoR)/Tactics/Space Marines(8E)
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===Honoured Relics of the Chapter=== *'''Wings of Night''' ({{W40kKeyword|Raven Guard}}): Your jump pack gains a single-use smoke launcher for 5 points. Honestly not the worst thing to throw onto an assault sarge. *'''Shadow of Death''' ({{W40kKeyword|Raven Guard}}): An uber-sniper with Heavy 2 S5 AP-1. This power, however, is quite costly. *'''Gladius Honorifica''' ({{W40kKeyword|Ultramarines}}): An off-hand weapon that's otherwise a glorified CCW with AP-1, but you can make d3 attacks with this sword if you throw all your model's normal attacks with a power weapon that isn't a fist. It's even a pretty cheap grab. *'''Banner of Black Reach''' ({{W40kKeyword|Ultramarines}}): Sergeant or Veteran only. If an enemy ends a charge within 1" of a model within 6" of the bearer, that enemy must test Ld to pile in and immediately fight, but cannot fight in the following Fight phase. *'''Blizzard of Inwit''' ({{W40kKeyword|Imperial Fists}}): Leader only. It's a beefier storm bolter. *'''Phalanx Shield''' ({{W40kKeyword|Imperial Fists}}): Leader without bike or jump pack only. This is essentially a storm shield that robs your guy of 1" of movement and forces all advance moves to be 3" or less, but any attacks with AP0 must re-roll to wound. This is pretty great for a terminator or vanguard who wants to show how to tank shit. *'''Fist of Vengeance''' ({{W40kKeyword|Crimson Fists}}): Non-Primaris Leader only. You gain a beefier power fist that can even ignore the penalty to hit when facing Orks. Do note that this has a different price when put on a terminator, in which case it becomes much more of a steal. *'''Combi-Shotgun''' ({{W40kKeyword|Crimson Fists}}): It's a shotgun. It's a bolter. Why did someone put this together? Because you like the bolter but want the shotgun's close-quarters boost. *'''Malleus Malificarum''' ({{W40kKeyword|Black Templars}}): Leader only. See that Psyker over there? Now your boys hate it. Any 6s to hit deal a mortal wound instead of whatever else, which may be keen for your chainswords and bolters, but it'll fuck over flamers and fists. You can even redirect it in the event of facing Grey Knights or Thousand Sons. *'''Sword Savant''' ({{W40kKeyword|Black Templars}}): Leader only. Your boss is now better at swinging swords, granting a +1 to attacks and they can re-roll 1s to hit with any swords (meaning chainswords and power swords. No Eviscerators.) *'''Heartseeker Lance''' ({{W40kKeyword|White Scars}}): Leader only. It's a power spear that can be thrown, though it can be used on the charge. Charging deals damage equal to half the enemy's Toughness, which is damn scary. The ranged statline isn't as remarkable. *'''Auxiliary Ramjet''' ({{W40kKeyword|White Scars}}): Leader on Bike only. It gives your biker the ability to charge after advancing during the first two turns, which is just as well for the alpha strike. *'''Breath of the Forge''' ({{W40kKeyword|Salamanders}}): Leader or Tech-Adept only. This is a pretty frightening flamer, but it's very variable. Its damage and AP are ad +d3 and Strength is the sum of both of these values +1. The only constant is the four shots it fires. *'''Drakescale Raiment''' ({{W40kKeyword|Salamanders}}): This gives your model some resistance against random-hit weapons like the flamer by forcing a re-roll if they shoot within 8". *'''Ice-Cold Logician''' ({{W40kKeyword|Iron Hands}}): Your model can still shoot a enemy if they're within 1" of an ally. *'''Enhanced Tactical Cognition''' ({{W40kKeyword|Iron Hands}}): This lets you score first turn on a 5+ but this can't be re-rolled. In all honesty, this is kinda rough for a single-use chance for a first turn.
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