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===Cult-Specific=== *'''Hyperstimm Backlash (2 CP)''': At the start of the battle round, choose a unit with the Combat Drugs rule. For the rest of the round, the benefit of Combat Drugs is doubled, but at the end of the battle round, the affected unit must roll a d6 for each model in the unit- it takes a mortal wound for each 1 rolled. If used on a unit with the Stimm Addict WT or the Phial Banquet relic, all its bonuses are doubled but it will suffer D3 mortal wounds at the end of the turn. **Because this specifies battle round and not turn, you can use this stratagem even if your opponent goes first. For instance, it could make your Reavers with the +1 toughness drug into T6 to guarantee they survive. In addition, you functionally get two entire turns out of the bonus. If you know a unit is going to likely be in combat for more than one fight phase, this can be of great assistance. **But because it's used at the start of a battle round if you don't get the first turn you'll have to use this when your opponent's turn starts. SO be careful on how you use this. *'''Release the Beasts (1 CP)''': Used at the start of the charge phase. Choose a Beastmaster, your Drukhari Beast units within 6β³ of him can re-roll failed charge rolls for that Charge phase. **Beasts don't benefit from Power from Pain or Obsessions, this patches that very nicely. *'''Eviscerating Fly-By (1 CP)''': Used when a Wych Cult unit with the '''Fly''' keyword advances. If you move over an enemy unit with this move, roll a D6 for each model in your unit, adding 1 to the result if the enemy unit you picked is Infantry. On a 6+, the enemy unit takes a Mortal Wound. Imagine this on a 20-elf squad of hellions flying over a character that thought it was safe surrounded by other units... **Note that only one model has to move over the unit to trigger this.
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