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====Chapter Tactics==== Contrary to what one may think, this gives you more mutable rules to customize your Intercessor's traits to better emulate a specific chapter. Each Kill Team can only pick two special rules from these lists, though some ploys let you swap off. This doesn't require you to pick from two different lists, but it might be recommended due to how the Adaptive Tactics ploy works. <tabs> <tab name="Discipline of Iron"> *'''Accurate:''' When an operative shoots and scores any crits, the rest of the attacks gain No Cover. A great way to capitalize on a crit, as cover is something your enemy will desperately want to avoid you. Pairs well with the Vengeance-Pattern Scope. *'''Methodical:''' Your operatives ignore any modifiers to their WS and BS. Useful if you expect to deal with something like the Death Guard, who inflict something similar to Injured just by being next to them. *'''Deadly Sharpshooter:''' All bolt weapons reduce their critical damage by 1 but gain the MW1 crit effect. Pointless on anything with already poor saves, but it can punch through anything with Invulnurables (Daemons, Wyches) or good saves (Marines, Custodes). </tab> <tab name="Gene-Wrought Resilience"> *'''Durable:''' Critical hits reduce their damage by 1. Very helpful against anything with MW. *'''Hardy:''' When rolling for defense, you score a critical save on a 5+ instead of a 6. Can be helpful in blocking out a lot more than just crits. *'''Unyielding:''' +1 Wound to all operatives. </tab> <tab name="Martial Zealotry"> *'''Aggressive:''' Your operatives' melee weapons gain Rending when they charge. *'''Dueller:''' When this operative fights and scores a critical parry, it can now discard an additional hit (so either three normal hits or a crit and a normal hit). *'''Rapid:''' +1"/Triangle Movement to all operatives. </tab> <tab name="Tactical Evasion"> *'''Mobile:''' The Fall Back action costs 1 AP less for your operatives. More useful for your shooty Intercessors, but equally valuable to all. *'''Raider:''' Your operatives can charge while engaged with an enemy. They can also move within an enemy's threat range without provoking any attacks, preventing things like the Legionary Butcher from barring their path. *'''Stealthy:''' When an enemy shoots at one of your operatives from over 6"/pentagon away and your operative is behind cover, you can have them either score an additional cover save or upgrade one save into a crit save. </tab> </tabs>
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