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===SM Faction Attributes=== *'''Imperial Fists - Siege Masters:''' Models in your kill team don't suffer the penalty to Injury rolls for the target of their attacks being obscured and within 1" of a model or terrain piece that is between the two models. *'''Dark Angels - Grim Resolve:''' You can re-roll unmodified hit rolls of 1 for shooting attacks for models in your kill team (including when firing overwatch) that have not moved in this battle round. You can also re-roll when determining whether or not your team is broken in the Morale phase. In addition, the Dark Angels get access to different wargear options on veterans and terminators. **While overcharging plasma is never without risks, the Dark Angels seriously mitigate that risk, and make running more than one plasma weapon viable, if expensive. Even without plasma, the tactic can still be useful for holding a line. *'''White Scars - Lightning Assault:''' Add 2" to all Advance rolls, and if they started their movement phase within 1" of an enemy, but the enemy is no longer present by the time they move, they can make a charge attempt **Excellent for when mobility is a must, or when you need to make sure an opponent stays stuck in that tarpit. *'''Space Wolves - Hunters Unleashed:''' Add 1 to hit rolls if they charge, were charged, or piled in with heroic intervention. You can also use heroic intervention within 6" of your commander instead of 3", and they move 6". In addition, Space Wolf terminators and veterans gain access to unique warghear options, but no you don't get your special wolf scouts. **The +1 to hit on charges is good enough on its own, as it lets the wolves hit on a 2+ if there are no other negative modifiers. The exclusive wargear options are awesome, and one of the better arguments for running Space Wolves. The extra distance on heroic intervention is just icing on the cake. *'''Blood Angels - Red Thirst:''' Add 1 to wound rolls if they charge, are charged, or piled in with heroic intervention. In addition, Blood Angels veterans can take the inferno pistol or hand flamer. **Good for dealing with high toughness models. *'''Iron Hands - The Flesh Is Weak:''' Roll a d6 when they lose a wound. On a 6, it's ignored. If they have a similar trait, reroll 1s. *'''Ultramarines - Codex Discipline:''' Add 1 to leadership and can fire even if they fell back or retreated, but need an unmodified 6 to hit. **The usefulness of this attribute is dubious. +1 leadership is never bad, but between the SM's already high leadership and the And They Shall Know No Fear special rule, it may not be very useful. And, as nice as being able to fire after falling back is, an unmodified 6 is a tall order. *'''Salamanders - Master Artisans:''' Reroll a single failed hit roll and wound roll per phase. **One of the better tactics, as it hypothetically allows for up to six rerolls in a turn: two in overwatch during the movement phase, two in the shooting phase, and two in the fight phase. This can free up vital command points to spend on tactics, especially Death Denied. Also, while most Chapter Tactics are geared either towards shooting (Dark Angels, Imperial Fists) or melee (Space Wolves, Blood Angels, Black Templars), the Salamanders tactic makes them better at both. *'''Raven Guard - Shadow Masters:''' Count as obscured if they're more than 12" away from an enemy model. **Sadly, in the small, often terrain-dense boards of Kill Team, this is of questionable usefulness. On the one hand, the extra protection while moving in the open is undeniably good. However, you really want to be hugging cover anyway for the bonus to injury rolls. More importantly, there are a lot of things that can ignore penalties to hit from a model being obscured, like the auspex/omnispex and the level 2 Shooting commander specialism, to name two. And demolition specialists add 1 to wound rolls against obscured models, actively using the Raven Guard's attribute against them. *'''Black Templars - Righteous Zeal:''' Reroll charges. **Simple, but effective.
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