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=====Stratagems===== * '''Drop Zone Clear (2 CP)''': Select a {{W40kKeyword|battlesuit}} unit that was set up using a manta strike ability this turn and add +1 to hit rolls for that unit. Will protect Battlesuits dropping in with Overcharged Cyclic Ion Blasters to clear out hot spots. ** Note that this Stratagem cannot be used with Homing Beacons or the Positional Relay Stratagem as these lead to the unit performing a "low-altitude drop" instead of a "Manta strike". * '''Danger Close (1 CP)''': In the shooting phase, pick a Breacher Team or Strike Team. When performing ranged attacks against enemies within 12", they can re-roll all wound rolls (and not just failed ones). Compared to the universal '''Breach and Clear!''', this doesn't need the enemy to be in cover, which would cost you 2 markerlights to ignore. It does need close range, but that's a given for Breachers, and it can also be used by the more common Strike Teams. **Simply put, this increases a troop's dakka when close to the enemy. So, not only you could spend points on a Devilfish and ferry your Breachers to the meatgrinder of the front lines, but you could also use it defensively. It is your enemy who will try to reach you in melee; many times they will succeed. Either keep some Pulse Rifle squads further back, or a few Breacher MSU inside Devilfish, or use the transports themselves (or drones) as a front line, but the point is to have squads who can respond to an enemy who has reached your lines. Then you teach the fools what "Danger Close" means by rerolling all wound rolls on S5-S6. * '''Veteran Cadre (1/2 CP, Single Use):''' Costs 2CP for units with more than 3 models. A Crisis Suits or Crisis Bodyguard unit (but not their drones) gain WS4+ BS3+. ''Better than Drop Zone clear, which only works on a Manta strike and doesn't affect melee''. **This is perhaps the better way to get re-rollable BS2+ Crisis suits, especially since the Enclaves need only 4 markerlights at close range. The other two "+1 to hit" options ('''Drop Zone Clear''' & '''Coordinated Engagement''') cost 2CP per use. This one may be single use, but it lasts all match long and can even be combined with '''Sworn Bodyguards''' or Farsight's own '''Way of the Short Blade''' to get a unit with decent melee in addition to awesome dakka. * '''Defense in Numbers (2cp):''' When a Crisis Suits or Crisis Bodyguard unit is targeted for an attack during the fight or opponent shooting phase, they gain 5+ FNP. ''Useful for the shots you'd try to save with the suits' armour instead of passing on to nearby drones''. * '''Furious Assault (1cp):''' When a jet pack finishes a charge move, for each model, one nearby enemy takes an MW for each 3+, aka 2 MW for each Crisis trio that charges. Neat. * '''Focused Fury (1CP):''' When a character is used during the Shooting phase, he can re-roll the wound roll for the phase. On top of the Commander being BS2+ re-rollable at close range. Use it on a Coldstar for ''[[Shas'O Kais|REAL MONAT TIME]]''. * '''Firestorm (1CP+ each affected unit):''' ''AKA 2CP-4CP''. At end of the movement phase, a pick up to 3 T'au empire Flyers. Each enemy within 3" takes D3 MW on a 4+. Can stack to nasty levels with bombers, as both effects happen at the end of the movement phase. ''One of the few stratagems that can be used with FW options, since it doesn't specify which flyer to use''.
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