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===Relics=== The generic relics can be taken by a character, other limitations provided. *'''Gauntlet of the Conflagrator:''' Gauntlets of Fire are back... kinda. 12” pistol, auto-hits the target, rolls 1d6 for each model in the unit, and scores mortal wounds on natural 6s, giving it some use against hordes. Most importantly, it's an additional weapon instead of a replacement one; an overlord could take it to gain the ranged attack they give up when they take a scythe, and a Psychomancer could combine it with the Atavindicator in order to reach the MW output of a C'tan or a Plasmancer, but with the added bonus of fucking with your targets' Morale. A popular use of the Gauntlet is to slap it on a [[Hexmark Destroyer|glocktopus]], who can use it to thin a squad before discharging his other 6 pistols on them. *'''Nanoscarab Casket:''' +1 wound regained when using Living Metal. No longer the Destroyer Lord powerhouse, though it can be combined with the Lokhust Lord's Phylactery. ''Important to have when revived by Resurrection Protocols, to get back from D3 to full wounds ASAP''. Also useful to a Catacomb Barge Lord, who has more wounds and can thus benefit more from the improved regeneration...and may need it more, as being {{W40kKeyword|vehicle}} prevents them from using Resurrection Protocols. *'''Orb of Eternity:''' Resurrection Orb with +1 to the roll. Much better than the last edition, as you now can’t bring back mass amounts of robots during your command phase without a resurrection orb, and this relic simply buffs your one-time use wargear by 16%, helping it make its cost back. *'''Sempiternal Weave:''' {{W40kKeyword|Noble}} Model only, gains +1T & +1W. On lords and overlords, it’s nearly worthless as a defensive buff, and it makes Catacomb Command Barges too big for the Look Out, Sir requirements. There're better relics. *'''The Arrow of Infinity:''' Replaces a Tachyon Arrow, so Overlords only. Same profile but with flat 6 damage, so it can take out a character or a damaged tank, but this one-shot wonder is more of a troll pick than anything. In smaller games, this could be a fairly efficient anti-tank option, but don’t count on it past 1000 points. *'''Veil of Darkness:''' Once per game, teleport the bearer and one {{W40kKeyword|<DYNASTY> Core}} unit, a la Deep Striking. 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, and with the new {{W40kKeyword|Core}} additions, this can teleport anything from a warrior squad to a Seraptek or the Silent King. *'''Voidreaper:''' Replaces a Warscythe or Voidscythe (so a Warscythe - why pay 10 more points for this than you have to?). No longer a clone of the Nightbringer’s scythe, (that'd be insane with its new profile), It's a Damage 3 Warscythe that prevents the target from using rules that ignore lost wounds, such as Feel No Pain and also those annoying "cannot lose more than 3 wounds per phase" rules. The things with that last rule tend to be a bit scary in melee though, but it may be just the thing for them. Better or equal to the Blood Scythe against things with 3 or more wounds. *'''Voltaic Staff:''' No longer locked behind Mephrit, this toy replaces the Staff of Light, increasing its shooting and melee profile by +1S and +1D, and gives it an extra shot. It's also considered to be a Tesla weapon, with 6s to hit inflicting 2 extra hits and you can activate the Malevolent Arcing Stratagem against unit castles.
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