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===ES Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Lethal Proximity (1 CP):''' All operatives that shoot at an enemy within 6"/pentagon can re-roll one hit. *'''New Frontier (1 CP):''' All operatives except the Canid gain +1"/triangle to normal movement, but this movement must push them closer to the enemy DZ. Better for Tac Ops that require you there or for an early game rush. *'''Stake Claim (1 CP):''' Mark one spot of the board. Any operatives that fight within 3"/square of it can score one automatic hit. Mostly important for defending a key objective. *'''Undaunted Explorers (1 CP):''' Whenever your enemies hit your operatives while they're within 2"/circle of an objective or within 6"/pentagon of the enemy's DZ, you can halve the damage of one hit. Save that for the unlucky crit if you can. </tab> <tab name="Tactical Ploys"> *'''Combined Arms (1 CP):''' When one operative finishes shooting at a target, another operative can re-roll any hits when they shoot that same target during the same turn. Very handy if you want a specific enemy to drop dead, especially if you're pulling out the Digital Laser. *'''Daring (1 CP):''' When one {{W40kKeyword|Navis}} operative is activated, they gain +1 to their APL. *'''Survivalist (1 CP):''' If an operative is activated over 3"/square from an enemy, they can heal 4 wounds off the bat. This gives you a vital boost, but it's also single-use on each one so you'll need to be careful when choosing when to use it. *'''Well-Drilled (1 CP):''' When one {{W40kKeyword|Navis}} operative is activated, another such operative within 6"/pentagon can immediately be activated after them. Especially handy in supporting the dog and Voidmaster. </tab> </tabs>
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