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Warhammer 40,000: Kill Team (HoR)/Tactics/Inquisition(8E)
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===Relics of the Ordos=== *'''Emperor's Tarot''': You can grab a deck of these psychic cards and re-roll your chance to go first. *'''Hellrifle''': A callback from prior editions, this weapon returns to your armory with some dangerous uses. This baby's S6 and AP-2 wit d6 damage, so you know that you'll kill most things you hit. *'''Sovereign Independent Life Support''': You pick this termie suit only for shooty inquisitors since this straps you with a psycannon for the price of taking a -2 to WS. If you go on campaigns, this has the added benefit of ignoring anything less than the Dead result when taken out of action. *'''Espenaes-Pattern Ambulation Frame''': This exoskeleton does nothing to protect, but it gives your character +1S and -1AP in melee, both quite attractive for a choppy boss. *'''The Albatross''': This curiosity is a power armor+refractor combo with another trick. If anyone uses a TP to a hit, wound, or damage roll against the wearer, you force them to spend a second TP, which can screw over a strategy of Tactical Actions. *'''Galmaron Data-Fragment''': This is critical for making a free power. However, this costs your user d3 mortal wounds and the power has to come from the Interdicious (Campaigns only), Intervallum (Rogue Trader) or Aequitas (Arbites) disciplines. This is also a single-use power, which is definitely a biter. *'''Cordelia's Caul''': Psykers only. This psychic hood basically snags one die from the channel or deny pool and throws it into the other one, letting you drop the lowest roll. It's not a bad take, and it's fairly cheap. *'''Suspensor Blade''': This melee weapon is scary as crap. You've essentially got a Custodian's sentinel blade and then get +2S on it, making the average inquisitor powerful enough to even total marines. *'''Archaeotech Pistol''': Yeah, this is the good shit. S6 AP-2 and a flat 2 damage? For 9 points? Well, that's something to consider if you like shooting.
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