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Warhammer 40,000/Tactics/Kill Team(9E) Aeldari
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===CV Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Plunderers (1 CP):''' Up to three operatives can immediately dash, though this dash must bring you closer to any objectives if they're on the field. *'''Rapid Strike (1CP):''' Each time a friendly operative Fights (i.e. you're the Attacker), if the target operative has already had their activation that turn, then you can upgrade a normal hit to a critical hit. *'''Outcasts (1CP):''' Each time a model fights in a combat (doesn't need to be the Attacker) or Shoots, if they're more than 6"/pentagon from any other friendly operatives then, if you get any critical hits, you can upgrade a failed hit to a successful normal hit. *'''Aeldari Agility (1 CP):''' Your operatives add 1"/triangle to any move, fall back, or dash moves. However, they can't fight or shoot whenever they do so, meaning its best uses are for a desperate escape or a mad dash towards an objective. </tab> <tab name="Tactical Ploys"> *'''Opportunistic Fighters (1CP):''' When an enemy model Falls Back, they suffer d3 mortal wounds for each of your Corsairs within engagement range of it. Fantastic way to lock an enemy operative into combat and prevent it from scurrying backwards to go tag an objective or something. *'''Light Fingers (1CP):''' Give the active operative a free mission action or Pick Up, ''even if within engagement range of an enemy operative''. Where Opportunistic Fighters prevents the enemy from leaving combat to score an objective, the enemy can't stop you! *'''Deadly Ambush (1CP):''' After an enemy operative finishes moving with an action, whether it's a Fall Back, Normal Move, Dash, Charge, whatever, select a friendly model that's not within engagement range of any enemies. They can immediately Charge the enemy operative that moved (but only up to 3"/square), but must finish within engagement range of that operative. We Heroically Intervening, now, boys. *'''One Step Ahead (1CP):''' At the end of the Initiative phase of the first Turning Point (not sure how this is a tactical ploy because of that, but fine), you can redeploy 0-2 Corsairs following the normal set up rules. This is good for moving them **and** changing their order. </tab> </tabs>
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