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Warhammer 40,000/Tactics/Kill Team(8E) Xenos
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===ELD Tactics=== *'''[Core] Phantasm (2 CP):''' At the beginning of the first battle round, pick a unit and set it up again anywhere in the deployment zone. The usefulness of this tactic is questionable; it's rather high cost and limit to one model can possibly cripple your kill team early in the game, though it can serve as an emergency get-away for your leader or a specialist caught with their pants down during deployment. *'''[Core] Asurmen's Blessing (1 CP):''' When a {{W40kKeyword|Dire Avenger}} shoots in the Shooting phase, re-roll failed hit rolls until the end of the phase. **On a twin-Avenger Shuriken Catapult Exarch, this is fantastic. Given the penalties for firing at range, this can significantly improve your chances of scoring a hit. Of course, regular Dire Avengers can take advantage of this as well, it's just literally half as useful comparatively. *'''[Core] Feigned Retreat (1 CP):''' After a model in your Kill-Team falls back, it can still shoot in the following shooting phase. **On an Exarch or Specialist, this can come quite in handy; particularly if said specialist happens to be wielding a flamer/fusion gun. That said, aside your Exarch and ''maybe'' your Storm Guardians, you ideally won't be in melee combat all that much (willingly, at least). *'''[Core] Matchless Agility (1 CP):''' Instead of rolling for advance distance, a model simply adds 6" to its movement for a phase. Combined with Battle Focus, this can be particularly nasty with a Fusion Gun Storm Guardian. Alternatively, a great way to get out of dodge. *'''[Core] Fire and Fade (1 CP):''' After a model in your kill-team shoots in the shooting phase, it can make a normal move up to 7" as if it was the movement phase. This is again, quite fantastic for your eldar, as all your weapons have garbage range, and the units holding them have garbage armor. Suffice to say, they'll need all the help they can get to keep distance between them and whatever they just shot at. *'''[Core] Rune of Ynnead (2 CP):''' When a model in your kill-team is taken out of action, roll a d6; on a 4+ that model takes a flesh wound instead. Expensive, but a potential life-saver for a specialist or Exarch you really don't want to lose. *'''[Elites] Masters of Stealth (Reserve) (1 CP):''' Take up to 3 {{W40kKeyword|Striking Scorpion}} models out of reserve and set them up anywhere more than 5" from an enemy. *'''[Elites] Appear Unbidden (Reserve) (1 CP):''' Take up to 3 {{W40kKeyword|Ranger}} models out of reserve and set them up anywhere more than 9" from an enemy. *'''[Annual2019] Bring Forth the Torch (1 CP):''' Use this at the start of the Shooting Phase. When rolling the number of shots for any flamer that phase, results of 1 or 2 are instead treated as 3. *'''[Annual2019] Celestial Shield (2 CP):''' Give a guardian defender a 4++ for the shooting phase, starting from when he is first chosen as a target. *'''[Annual2019] Warriors of the Webway (Reserve) (2 CP):''' Set up 3 models from Reserves anywhere that is more than 5" away from enemy models. All models must also be within 2" of the first model you set up. *'''[Annual2019] The Great Enemy (1 CP):''' Reroll wound rolls for attacks against enemies with the {{W40kKeyword|Slaannesh}} keyword in the Fight phase. *'''[Annual2019] Supreme Disdain (1 CP):''' +1 attack for every UNMODIFIED hit roll of 6 in the fight phase. These attacks cannot generate any further attacks and must target the same enemy with the same weapon. **Note that depending on circumstances this could be either a superior or inferior version of the very similar Lvl 1 Zealot tactic Killing Frenzy. If you have any penalties to hit but no bonuses, then the Zealot tactic will never proc. But if you do have bonuses, then the Zealot tactic is more likely to hit. They are the same price, so something to keep in mind as you use either. *'''[Annual2019] Our Time of Need (1 CP):''' A Heavy Weapon Platform can reroll Hit rolls for the shooting phase.
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