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====Special Rules==== *'''Chapter Tactics - Shadow Masters:''' Your units get the benefit of cover if they're being shot beyond 12". If they're not vehicles and happen to be entirely on or within a terrain feature (not just receiving cover), enemies must also subtract 1 from their hit rolls. **Of help to long-range attackers of all types, from Scout Snipers to ranged Dreads. One of the best chapter tactics available, as is basically good on ''everything'', from units that can pick off opponents from afar to melee units that need to cover long distances to reach their intended targets, preventing them from being shot up quite as badly. **While it's a nerf from the old -1 to hit (it being restricted to far-away cover), a 2+ save still helps, and your vehicles get cover in the open: hard to destroy -1 to hit (Smoke launchers) 2+ Rhinos (Shadow Masters) [[JoJo's_Bizarre_Adventure|without also getting within 12" of them]]. It's also worth noting that Vanguard Primaris means that there are now more units with Camo Cloaks, as opposed to just Scouts, and they'll all enjoy that +2 to saves at 12". Turns out that Salamanders don't have a monopoly on infantry that can ignore AP-1. *'''Combat Doctrine - Surgical Strikes:''' While the Tactical Doctrine is active, all your models add +1 to hit and wound rolls when targeting a character. Unlike most doctrines, this isn't restricting you to any particular method of fighting...though you can snipe a character earlier than you can reach it in melee. Naturally, sniper Scouts and Eliminators in particular will appreciate these bonuses, triggering Mortal Wounds on a wound roll of 5+. **This rule is an absolute nightmare for opponents running large, monstrous characters. Knights with relics, Greater Daemons, Hive Tyrants, Mortarion, and Magnus were already fire magnets, and this makes the situation far worse for them.
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