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===Traitor Corpseman=== [[File:Corpsman.PNG|200px|right|thumb|"Hey kid! Want some...''Warp Dust?''"]] Traitor Corpsemen are twisted Traitor Guard [[Chiurgeon]]s, who have cast aside their ethics and oaths and now specialize in creating potent [[Drug|Combat Stimms]] to 'juice up' and let loose. As such, they are more drug dealer than drug pharmacists now. They usually dole out their concoctions to their comrades, which drive the Traitor Guard into a savage battle-frenzy. This also, however, allows the Corpsemen to control their comrades through increasing dependency on their wares. In battle, Corpsemen wear the standard-issue [[Flak Armour]] and are typically armed with a Bayoneted [[Lasgun]] and Stimm needles of which he can hold over a dozen in his trusty med-pack. And yes, they also still heal their comrades from time to time. On the Kill Team tabletop, while qualifying as your medic, your uses for him are radically different than most. For one, you can only heal each operative once, and with a lack of revival tools, your losses will cost you in manpower despite gaining tokens. Instead, you're relying on stimms, which (alongside the aforementioned heal of 2d3 wounds) provide either a 6+++ FNP or adds Relentless to melee weapons. While all of these are permanent, they're also limited to only once per operative, so you're best off focusing on bouncing between operatives to give your candy to the heretics. Even better, you can inject one on an operative before the game even begins to cut out some early work. They are listed under Staunch and Scout categories. {{Clear}}
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