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Crimson Fists Tactics 8e
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====Stratagems==== Imperial Fist Stratagems: {{W40Kkeyword|Crimson Fists}} share these stratagems with the {{W40Kkeyword|Imperial Fists}}: *'''Praetorian's Wrath (2 CP)''': At the start of the movement phase, when the Devastator Doctrine is active 6s to wound with heavy weapons and grenades gain an additional -1 to their AP until the next movement phase. Note that the wording here means that it applies in Overwatch. Can only be used once per game. *'''Bitter Enemy (1 CP)''': In the Fight Phase, re-roll any Hit and Wound rolls against {{W40Kkeyword|Iron Warriors}}. The fluff-appropriate stratagem everyone seems to get. If it comes up, have fun with it. *'''Close-Range Bolter Fire (2 CP)''': Turn a unit's Bolt weapons into Pistols for a Shooting phase. *'''Bolster Defenses (1 CP)''': Once per battle, in the movement phase, an {{W40Kkeyword|Imperial Fists Infantry}} unit entirely on or within a terrain feature gets +1 to non-invulnerable saves. *'''Bolter Drill (2 CP)''': In the Shooting Phase, one {{W40Kkeyword|Imperial Fists}} unit counts hit rolls of 6 with a Bolt weapon as two hits, three with the chapter tactic. Throw this on Aggressors, Centurions, a Fire Raptor, or other unit with a high volume of bolter fire, pray for sixes, and unleash the BRRRRRT. *'''Sappers (1 CP)''': In the Shooting or Fight Phase, a unit adds +1 to Hit and Wound against a {{W40Kkeyword|Building}}. No one uses buildings, and you already have Combat Doctrine if they do. *'''Stubborn Defense (2 CP)''': Use at the start of the battle if your Warlord is on the battlefield. You canβt discard Storm or Defend tactical objectives, but scoring them gains you an additional victory point. *'''Pain Is A Lesson (1 CP)''': Give a 6+++ Feel No Pain to a non-vehicle or servitor unit for a phase. *'''Tank Hunters (2 CP)''': Pick one enemy {{W40Kkeyword|Vehicle}}. Until the end of the phase, a {{W40Kkeyword|Imperial Fists}} unit get +1 to wound against it. Pop this when the enemy has a piece or armor that absolutely must die, and the combat doctrine just isn't enough for you (or you're trying to destroy it in melee). *'''Champion of Blades (1 CP)''': Give a successor chapter a Fists relic, the standard stuff. *'''Gift of the Phalanx (1 CP)''': Give a Sergeant a Master-crafted Weapon, Digital Weapons, a Fist of Terra, or Gatebreaker Bolts. *'''Sentinel of Terra (1 CP)''': Give a non-special character Warlord an additional Warlord Trait from the Imperial Fists Warlord Traits. *'''The Shield Unwavering (2 CP)''': At the end of your turn, give an {{W40Kkeyword|Imperial Fists Infantry}} unit withing 3" of an objective +1 attack and +1 to saving throws until the start of your next turn. Combine with Bolster Defenses or Pain Is A Lesson when the point must be held at all costs. *'''Clearance Protocols (2 CP)''': During the Shooting Phase, ten models in a unit can hurl grenades instead of one. Crimson Fist Stratagems: {{W40Kkeyword|Crimson Fists}} gain their own Stratagems, in addition to the above: *'''Slay The Tyrant (1 CP)''': For one phase, a unit gets +1 to hit against {{W40Kkeyword|Characters}}. Only really useful for sniper units when used in the shooting phase, and even then those sorts of weapons are often too lackluster to justify spending CP on. More interesting in the fight phase, as it negates the -1 to hit from power fists and thunder hammers, letting your heavy assault units get some serious pulverising done. Seems to be designed to make your job easier against hordes by picking off those all-important support characters and weakening the enemy as a whole, but overall not amazing. Could have some possible utility against characters with -1 to hit, such as Tank Commanders dropping smoke or Raven Guard fuckery. *'''A Hated Foe (1 CP)''': For one phase, a unit gets +1 to wound against {{W40Kkeyword|Orks}}. And here's there fluff-appropriate Stratagem.
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