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Warhammer 40,000/10th Edition Tactics/Genestealer Cults
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==Detachments== ===Ascension Day=== ====Special Rules==== *'''They Came From Below''': Any units that emerge from reserves gain ''Sustained Hits 1'' and ''Ignores Cover'' until the end of the Fight phase. Both of these are excellent for your gunlines as well as for any ambushing Purestrains and Aberrants. **While this is theoretically effective for both range and melee, in practice it benefits shooting more than close combat. First, there is no cover to ignore in melee, so the addition of the ability doesn't improve CC. Second, while Sustained Hits is undeniably wonderful, the requirement to come out of deep strike means you need to successfully make a 9" charge, a likelihood of 27.8%, to give your claws and saws what amounts to extra accuracy, but guns, on the other hand, just need to have a range of greater than 9", which the majority are. ====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Coordinated Trap (1 CP):''' Get two units to shoot or fight the same enemy. All attacks either unit makes against this enemy get to re-roll 1s to wound, which you'll definitely need with how flimsy they are. *'''A Perfect Ambush (1 CP):''' In the shooting phase, one unit improves the BS and AP for their guns by 1. </tab> <tab name="Epic Deed"> *'''Unquestioning Loyalty (1 CP):''' Pick one friendly {{W40kKeyword|character}} that has been targeted by your opponent. Until the end of the phase, each time the character in question would lose a wound, a friendly unit that's within 3" of the targeted character suffers a mortal wound instead. </tab> <tab name="Strategic Ploy"> *'''One With The Darkness (1 CP):''' When your opponent targets an {{W40kKeyword|infantry}} unit in their shooting phase, pop this strat and that unit gains the ''Stealth'' ability, which is minus one to be hit at range, and can only be targeted to be shot if within 12". *'''Return To The Shadows (1 CP):''' 1 {{W40kKeyword|infantry}} or 2 {{W40kKeyword|battleline}} units, all of which much have the deep strike ability and can't be within engagement range, can be placed into Strategic Reserves. *'''Tunnel Crawlers (1 CP):''' When a unit deep-strikes, you can have them arrive much closer, making them only need to stay at least 3" away from an enemy. Sadly, they can't charge after arriving, but they can still open fire with anything ''[Rapid Fire]''. </tab> </tabs> ====Enhancements==== *'''Focus Of Adoration:''' The bearer's unit can use the Heroic Intervention strat for 0CP even if that stratagem was used this phase by another unit. *'''Inscrutable Cunning:''' The bearer's unit gains the infiltrators ability and each time a strat is used on this model's unit, on a 4+ gain a CP. *'''Meticulous Planner:''' Once per battle, make one of your enemy's stratagem cost 1 more CP than normal for the rest of the game. *'''Prowling Agitant:''' Once per turn, when an enemy unit ends a normal, advance or fall back move within 9" of the bear's unit, so long as you aren't within engagement range, you can make a d6" move.
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