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Warhammer 40,000: Kill Team (HoR)/Tactics/Inquisition(8E)
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===Maleficae=== These are the powers given to radicals, the stuff of daemons and chaos, of which most models may only dabble with. However, most would like it for their daemonhosts' freebies. *'''Inhuman Resilience''': This is not called "Disgustingly Resilient" because you might not have made a deal with Nurgle. This can also be bought twice to pass the save-after-save on a 5+ *'''Monstrous Strength''': +1 Strength. Not too shabby for 6 points. *'''Fleshmetal Armor''': 2+ save for ONLY 7 points? Well damn. *'''Devil's Own Luck''': Gain an invuln save, 6++ if you lack one, +1 to an existing one if you have it. *'''Black Pinions''': Your heretic gets 12" movement and the {{W40kKeyword|Fly}} keyword, making it totally worthwhile for a daemonhost. *'''Vampiric Strike''': This lets your model heal on a 4+, but the range is only 6", so you'd like this more on a melee fighter. *'''Foresight''': Your model advances before the first turn. Huzzah. *'''Phantasm''': The first time an enemy misses this model, you can immediately move them 3" away, so long as nobody's within 1" of them. *'''Shadowed Steps''': Falling back no longer matters, as this model can advance, shoot, and charge when they do so, which is remarkable. As an added topping, they can climb and jump without penalty. *'''Warp Conduit''': Expensive, but this grants you the basic properties of a psyker or adds +1 to channel and deny checks if they're already a psyker. *'''Celerity''': This is actually reasonably priced for extra attacks on the charge.
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