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====Universal==== *'''Gauntlet of the Conflagrator:''' Gauntlets of Fire are back... kinda. 8" pistol 1 that can only be fired once per battle, auto-hits the target, and rolls 1d6 for each model in the unit that's within 8"; they suffer a mortal wound on a 6. It's terrible. *'''Lightning Field:''' Gives a 4++ invulnerable save, and at the start of the Fight phase roll a d6 for each enemy unit within 1"; on a 4+, they suffer a mortal wound. Could be useful in certain scenarios, but since Overlords and Destroyer Lords already have a 4++ and they're the ones you want in combat more than your <s>babysitters</s> Lords and Crypteks, and it only does a single mortal wound ''maybe'', can't see much point in this. Crypteks and Catacomb Command Barges however don't get an invulnerable save, it's a waste on a Cryptek making CCBs the clear and pretty much only user of this Relic. *'''Nanoscarab Casket:''' Replaces a phylactery, so... Destroyer Lord only. You regain d3 wounds instead of 1 as with the standard Phylactery, but you also regain d3 wounds at the beginning of your ''opponent's'' turn; PLUS, the first time the bearer is slain, [[Roboute Guilliman|roll a d6, and on a 4+ set the character up at the end of the phase with 1d6 wounds remaining]]. Combine with the Resurrection Protocols Stratagem for maximum troll. This is a must-have if your army includes a Destroyer Lord. *'''Nightmare Shroud:''' Improves your character's armour save by 1, and enemy units within 6" subtract 1 from their Ld. Note that even if you stay in cover to get a 1+ Sv you still fail saving throws of 1, but you do negate one point of AP. This is great against things without AP and especially great for CCBs because they don't have an invulnerable save. *'''Orb of Eternity:''' Replaces Resurrection Orb, so any non-Cryptek. Once per game, make a second Reanimation Protocols roll for a {{W40kKeyword|<DYNASTY> INFANTRY}} unit within 3", with +1 to the roll. Stacks nicely with a Cryptek for 3+ Reanimation Protocols, but perhabs it is most worthwhile if you don't have a Cryptek nearby. Let's say you have 200 pts of dead models in a unit Cryptek restores 100 pts, the Resurrection Orb restores 50 pts, the Orb of Eternity restores an additional 17 pts which isn't worth it compared to our other relics. But if you don't have a Cryptek you restore 67 pts base, the Resurrection Orb restores another 44 pts and the Orb of Eternity adds another 22 pts on top of that, being a bit more worthwhile, but still pretty bad, don't take this, but if you do, take it when you don't have enough Crypteks. *'''Sempiternal Weave:''' Another wargear option from 5th edition that's found its way back, but with a very different effect. Instead of +1 Sv, now it's +1 Toughness and +1 Wounds. We have better relics. *'''Veil of Darkness:''' Once per game, teleport the bearer and one {{W40kKeyword|<DYNASTY> Infantry}} unit, a la Deep Striking, fortunately you can still go outside your deployment zone turn 1 even with the beta rules. Note that this can be used in close combat without falling back, allowing you to "fall back" and shoot with a unit of Warriors or Immortals that were caught in close combat. This is not an auto-take, but it's pretty damn close. *'''Voidreaper:''' Replaces a Warscythe or Voidscythe (so a Warscythe - why pay 3 more points for this than you have to?) with a Nightbringer Scythe, except with D3 instead of D1d6, which is often ''better''. We have some amazing defensive relics, but this is okay if you're ready to throw caution to the side.
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