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Games Workshop - Warhammer 40,000 - Kill Team: Legionaries

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For the duration of one Turning Point, each friendly Khorne-marked operative does 1 additional damage the first time they strike after performing a Charge action. Khorne - Wrathful OnslaughtEach time this operative fights in combat, in the Resolve Successful Hits step of that combat, if you did not retain any critical hits, you can strike with one normal hit as if it were a critical hit. As a final sacrifice, the Chosen only has +3 to hit with his Plasma Pistol, unlike most leader operatives that see an improvement to both hitting and shooting over the operatives they’re leading. Low Durability – With the change to Mutagenic Flesh and other damage reduction abilities Legionnaires find themselves amongst the least durable of the elite teams, having less wounds than their loyalist counterparts, while lacking abilities such as Disgusting Resilience like the Death Guard.

Until the end of the Turning Point, while an enemy operative is within of that NURGLE operative, subtract 1 from the Defence characteristic of that enemy operative. Both of these are great for holding objectives or discouraging the enemy from entering a specific area of the killzone to perform a Mission Action. Under the effects of Malign Influence this can mean the Acolyte deals 4 to 6 mortal wounds to an opponent before the first blow lands. How you approach your missions is determined by the three current mission types of Loot, Secure, and Capture. MARK OF CHAOS>When adding a LEGIONARY operative to your roster or dataslate, you must choose one of the keywords below to replace its selectable keyword with.Players must choose a leader from either the Chosen or Aspiring Champion, either of which may be armed with a Plasma Pistol or Tainted Bolt Pistol (which you will almost never take) and a melee option. Some worship Nurgle, the God of Decay, steadily advancing across the battlefield with a grin on their face with unshaking faith in the slow corruption of all things by their venerated Grandfather Nurgle. Tzeentch – Empyreal Guidance – Retain a single 5+ normal hit as a critical whenever you make a shooting attack. For example, if this operative has the SLAANESH keyword, you can use the Sickening Captivation Tactical Ploy.

The Traitor Legions were the most powerful component of the forces of Chaos which fought during the Heresy, which also included the myriad Daemons of the Warp, Human Traitors from the Imperial Army, the potent infantry and combat walker forces of the Dark Mechanicum and Chaos Cultists drawn from across the galaxy. Some worship Khorne, the God of Rage, and charge roaring into battle whenever and against whomever they can – Khorne cares not from whence the blood flows, if it is spilled in his honour. For the duration of one Turning Point, all friendly operatives can Fight twice in an activation if they don’t perform a Shoot action in that activation. He’s pretty good in melee for a psyker, with a Fell Dagger that causes 2 mortal wounds to the target on every critical hit, but of course, the psychic powers are what the Acolyte is all about: Fireblast is a shooting attack that does Blast damage, has the No Cover special rule and does 1 mortal wound to each enemy next to the target for every critical hit. Furthermore, the Ability Devastating Onslaught prevents enemies from supporting each other in combat against the Butcher as well as increasing the Engagement Range around the Butcher to Circle/ 2 inches when figuring out how enemies can Fall Back, Dash and Normal Move close to it.

Finally, the Tainted Chainsword has the Parry Hook special rule, which lets it use normal hit rolls that you parry with in combat to discard enemy critical hits rather than normal ones. Subtracts 1 from the Action Point Limit of one enemy operative within Square/3 inches of the selected Slaanesh-marked operative. Its Flensing Blades score critical hits on a 5+, which is of course really good, but the actual purpose of this operative is to be found in its Abilities and Unique Actions. Servant Of The Dark Gods: Once per action, when an attack dice would inflict Critical Damage on this operative, you can choose for it to inflict Normal Damage instead.

In exchange it loses the ability to perform Mission Actions or Shooting Attacks, this former loss being of extreme importance during Loot and Close Quarters missions.Sure, once you give control over to your daemon, you can no longer use your ‘strong hand’ to do such petty actions as shooting weapons or completing mission actions, but that’s a problem for the rest of your kill team. All of this is just like most other Imperial/Chaos Gunners in the entire Kill Team game, but what makes the Legionary Kill Team version of the Gunner interesting is how this interacts with Marks of Chaos: You can take a Tzeentch mark to score a critical hit on a 5+ on one of your rolls, which is excellent for Meltaguns, or an Undivided mark to re-roll an attack dice for Meltaguns or Flamers, making the Legionary Gunner a bit better than many other standard Gunners. The Legionary Heavy Gunner has access to 3 different special weapons, all of which has the Heavy Special Rule, so they can only shoot in an activation in which they haven’t made a move that’s not a Dash.

There are niche situations where this allows either a Chosen or Butcher to kill 8 wound models in a single critical strike, but otherwise you got more useful things to spend your CP on.The usefulness of these two ploys coupled with how CP hungry this team is rewards players for taking either an Undivided Leader or Icon-Bearer. Tainted Rounds [3 EP] One Per Team – Ups damage of both normal and critical damage of either a Bolt Pistol, Tainted Bolt Pistol, or Boltgun by 1.

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