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Warhammer 40,000/Tactics/Kill Team(8E) Xenos
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===NID Tactics=== *'''[Core] Feeder Tendrils (1 CP):''' Gives you D3 CP if a Genestealer or Lictor takes an enemy leader out of action in the Fight phase. Strong and pays for itself, remember to use this. *'''[Core] Lurk (1 CP):''' If a unit hasn't moved in the Movement phase, this prevents them from moving for the rest of the phase, but so long as they're obscured, shooting attacks against them suffer an additional -1 penalty to their hit rolls for the rest of the battle round. With this you can give a lictor a -3 to be hit, just saying. *'''[Core] Scorch Bugs (1 CP):''' Gives +1 to wound to ONE termagant fleshborer for a phase. Lackluster. *'''[Core/Shadow/Errata] Metabolic Overdrive (2 CP):''' βUse this Tactic in the Movement phase, after makinga normal move with a model from your kill team. You can make a second normal move with that model, but if you do, the model cannot shoot this battle round. In addition, roll a D6; on a 1 the model suffers 1 mortal wound. **This thing has had 4 different versions in this game. But the Errata provides the final definitive version...until another version comes along. *'''[Core] Hunting Roar (2 CP):''' When a warrior make a successful charge, you can pop this to give all your guys within 6" from him free reroll to hit. I do not need to tell you how strong this can be in a close combat army. *'''[Core] Caustic Blood (1 CP):''' When something kills you in close combat you blow up. It does a mortal wound on a 6 to every enemy within 1" of the guy that died. Cool if you are fighting massed infantry. *'''[Shadow] Dragged into the Darkness (2 CP, Sector Imperialis Killzone):''' When choosing a model to shoot with in the shooting phase, if that model's target is within 1" of any Munitorum Crates or Munitorum Barrels, a wound roll of 6+ will inflict an extra mortal wound. *'''[Shadow/Elites] Predatory Leap (1 CP):''' Before making a Charge roll, pick a model from your Kill-Team. When it charges, it counts as having the {{W40Kkeyword|Fly}} keyword, which is frankly freaking amazing on your speediest beasts. *'''[Shadow/Elites] Implant Attack (2 CP):''' When an injury roll is made for an enemy model that lost its last wound to one of your models in the Fight phase, add 2 to the injury roll. *'''[Shadow/Elites] Rapid Regeneration (2 CP):''' When a model is taken out of action, roll a d6; on a 4+ it takes a flesh wound instead. *'''[Shadow/Elites] Legacy of Ymgarl (1 CP):''' When a Genestealer is selected to fight, it re-rolls all failed wound rolls. *'''[Shadow/Elites] Single-Minded Annihilation (1-2 CP):''' A selected model can shoot twice in the shooting phase. This costs 2 CP if used on a Warrior, 1 CP otherwise. *'''[Shadow/Elites] Adrenaline Surge (2 CP):''' A selected model can fight twice in the Fight phase. *'''[Elites] Death From Below (1 CP):'''Use at the end of the movement phase, bring in up to 3 Ravener models from reserves anywhere more than 5" from an enemy
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