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===HotA Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Blade Artists (1 CP):''' Gives rending on melee weapons, which is plenty handy, especially on the otherwise just serviceable blade arrays on the agents. *'''Denizens of Night (1 CP):''' When a friendly operative is within 3"/square of your DZ and over 6"/pentagon of any enemies, they're always considered to be under the Conceal order, so this is excellent for your heavy gunners and for any rear-line troopers. *'''Fleet of Foot (1 CP):''' All of your operatives cam make a free Dash action if they also move or fall back or vice versa. Being that you're dealing with the kabalites, this will have plenty of uses. Sadly won't help your melee operatives with charging. *'''From Darkness, Death (1 CP):''' When each operative is activated, they can mark one enemy outside of their LoS. When they attack this enemy, they can turn one hit into a critical hit so it works best for sneak attacks. </tab> <tab name="Tactical Ploys"> *'''Cruel Deception (1 CP):''' An operative can fall back at a 1 AP discount, which is incredibly handy to keep a disadvantaged operative out of a bad fight. *'''Devious Scheme (1 CP):''' When the enemy uses a ploy, they need to spend an additional CP in order to use it, which is plenty sinister. Since it can only be used for each time they use a ploy, it will only see use once per turn. *'''Heinous Arrogance (1 CP):''' Allows you to...skip an activation? Sounds dumb, but it can force an enemy to play something only to strike as a reaction. Note that this still keeps the operative as Readied. *'''Prey on the Wounded (1 CP):''' Your operatives can re-roll to hit when attacking an enemy at half their total number of wounds or lesser, making this useful for finishing off a disadvantaged foe. </tab> </tabs>
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