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Warhammer 40,000/9th Edition Tactics
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====Imperium Enhancements==== <div class="mw-collapsible-content"> <u>'''Astra Militarum'''</u> *'''Death Mask of Ollanius:''' Grants a 4++ Invuln save. *'''Lead by Example:''' Allows the Warlord to deal orders for itself. Naturally, this is meant for the Command Squads, which tend to carry enough lasguns for it to be worthwhile. *'''Superior Tactical Training:''' Gives the warlord access to either Regimental or Prefectus orders, allowing you to spit out more orders on a Castellan. *'''Uncompromising Persecution:''' {{W40kKeyword|Militarum Tempestus}} only. During each command phase, you can make one friendly {{W40kKeyword|Militarum Tempestus}} unit within 9". Whenever this marked unit shoots within half-range, the AP of their guns is improved by 1. <u>'''Space Marines'''</u> *'''Artificer Armour:''' Grants a 2+/4++ save. Naturally, it's only useful on Primarines and power-armored heroes since Terminator heroes get this stock. *'''The Imperium's Blade:''' +1 to attacks and charge rolls. *'''Master of War:''' Pick one {{W40kKeyword|Core}} unit within 9" each command phase. This unit gains ObSec or counts as an additional model for the sake of capping if they already have it. *'''Masterful Strategist:''' {{W40kKeyword|Dark Angels}} only. Pick one friendly unit within 9" each command phase, that unit can pick which doctrine is in effect for them on that turn. Extremely handy for Deathwing and Greenwing forces. *'''Honour of the Chase:''' {{W40kKeyword|White Scars}} only. Re-roll all advance and charge rolls. *'''Blood of the Wolfkin:''' {{W40kKeyword|Space Wolves}} only. +1 to attacks on the charge. If the warlord wipes out a unit, they gain a special 6" aura that shares this bonus to any {{W40kKeyword|Core}} units. *'''Close-Range Punishment:''' {{W40kKeyword|Imperial Fists}} only. Pick one friendly unit within 9", this unit adds +1 to the Strength of their ranged attacks, making gunlines of bolters much more painful. *'''Keeper of Oaths:''' {{W40kKeyword|Black Templars}} only. Heroic Intervention range expands to 6". Really not worth it since it does nothing else. *'''Steadfast to the End:''' {{W40kKeyword|Crimson Fists}} only. The warlord can only lose up to 3 wounds each phase. *'''Agility of the Angel:''' {{W40kKeyword|Blood Angels}} only. Melee attacks against the warlord take -1 to hit and can't be re-rolled. An excellent duet for a faction with plenty of advantages in melee. *'''Savage Slaughterer:''' {{W40kKeyword|Flesh Tearers}} only. Natural 6s to hit in melee deal an additional 2 hits. *'''Strength of Mind and Body:''' {{W40kKeyword|Iron Hands}} only. Gives a 5+++ save. *'''Wisdom of the Codex:''' {{W40kKeyword|Ultramarines}} only. When spending CP on stratagems, they can regain a CP on a 5+. *'''Master at the Anvil:''' {{W40kKeyword|Salamanders}} only. A natural 5+ to hit scores an additional hit, which is way more handy since it applies on all weapons. *'''Swift Hunter:''' {{W40kKeyword|Raven Guard}} only. All attacks against the warlord take -1 to hit and can't be re-rolled. Way to outdo the Blood Angels - what, jealous of the fabulous fucking hawk-boy? *'''Light of Angels:''' {{W40kKeyword|Deathwatch}} only. Once per game, the bearer can use this on themselves or a unit within 6", throwing them back into reserves. This unit can then deep strike wherever they want within 9" of the enemy. <u>'''Grey Knights'''</u> *'''Daemon Slayer:''' Attacks against {{W40kKeyword|Daemon}} enemies cannot be saved in any way. Situational, but terrifying against possessed and daemons. *'''Master of the Tides:''' Learns the Warp Shaping power and can cast it on top of any other times they cast each turn. Excellent for on-demand utility tides. *'''Sigil of Urgency:''' Single-use relic that lets the warlord teleport anywhere within 6" when an enemy shoots at them. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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