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====Stratagems==== **'''Rotting Tide (2/3 CP):''' Select one {{W40kKeyword|Terminus Est Assault Force Poxwalkers}} unit that was either wiped out or at below half strength during the movement phase. That unit can be redeployed at full strength (if you have over 10 models, this costs 3 CP) and placed at a new spot over 6" from a table edge and over 9" from an enemy. ***Considering how vital these zombies are to your gameplan, you'll absolutely be needing them to stay alive for as long as possible, and what better way than by throwing them at another location? **'''Unleash the Hordes (2 CP):''' Select one {{W40kKeyword|Terminus Est Assault Force Poxwalkers}} unit during the movement or fight phase. This unit can now move 3" more and can pile in an additional 3" for this turn, adding a bit more mobility to how they can get stuck in. This one is worded in a weird way, but you select one unit of poxwalkers, do this strat, then ALL of your poxwalkers in your army get to move the extra 3 inches. Pretty great and you only need to use this maybe twice a game to give all of your poxwalkers the crazy movement they need. These are 28 Days Later zombies now. **'''Pestilential Drop (2 CP):''' Can be used when setting up a {{W40kKeyword|Terminus Est Assault Force}} unit using the Outbreak Assault rule or teleporting termies. This unit now counts its contagion range as 12" for this turn, but it can't be buffed any further. You'll be needing it to lock in your foes before smashing them with rotten gunfire. **'''Callous Disregard (2 CP):''' Select a {{W40kKeyword|Terminus Est Assault Force Bubonic Astartes}} unit during the shooting phase. They can shoot at any units engaged by friendly {{W40kKeyword|Poxwalkers}} or {{W40kKeyword|Plague Followers}} unit, but they take a -1 to hit. If they miss, then they accidentally hit those puny humans instead. Not like you should lament their loss either, as they were going to get flattened by the enemy anyways. </div></div>
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