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===IS Ploys=== <tabs> <tab name="Strategic Ploys"> Warning: You can only use one Doctrine ploy each turn. All of them also let you re-roll one hit die in case you scored a nat 1. *'''Assault Doctrine (1 CP):''' When your operatives charge, you can re-roll one hit. *'''Devastator Doctrine (1 CP):''' When your operatives shoot at an enemy over 6"/pentagon away, you can re-roll one hit. *'''Tactical Doctrine (1 CP):''' When your operatives shoot at an enemy within 6"/pentagon, you can re-roll one hit. *'''And They Shall Know No Fear (1 CP):''' Your operatives ignores all penalties to APL and won't count as injured for their activation. Helpful if you need to shut off a battle scar for a critical moment. </tab> <tab name="Tactical Ploys"> *'''Adaptive Tactics (1 CP):''' When the game begins, you can swap one of your two chapter tactics for another one in the same list as the one you're replacing. *'''Angel of Death (1 CP):''' At the end of the Firefight phase, one of your operatives can fight again. Very important for your Assault Intercessors since they're your only fighty boys. *'''Transhuman Physiology (1 CP):''' One of your operatives can reduce one critical hit to a basic hit after rolling for saves. This can be useful considering how you'll run into guns that fire enough times to overwhelm your defenses. *'''Wrath of Vengeance (1 CP):''' When one of your operatives dies, you can have them shoot before going down. </tab> </tabs>
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