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Warhammer 40,000/10th Edition Tactics/Genestealer Cults
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====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>
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