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Warhammer 40,000/8th Edition Tactics/Chaos Daemons
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====<span style="color:#01bbe3;">Stratagems</span>==== *'''Locus of Conjuration (2CP):''' Pick a {{W40kKeyword|Tzeentch}} character at the beginning of any Psychic phase; all friendly Tzeentch units within 6" can reroll failed Psychic tests. *'''Blasted Standard (1CP):''' Upgrade to a single Daemonic Icon carried by a {{W40kKeyword|Tzeentch}} model. Once per battle, you can use it during the psychic phase. roll 9 dice, and for each 6, the closest visible enemy unit within 18" takes a mortal wound. (likely to Deal 3 to 5 MW) **NOTE: the upgrade happens before the game starts so remember to keep your banner bearer safe since your opponent will know its coming. *'''Magical Boon(1 CP):''' Use at the end of the psychic phase. Pick a {{W40kKeyword|Tzeentch}} {{W40kKeyword|Psyker}}. They can attempt to manifest another psychic power. *'''Exalted Lord of Change <sup>Engine War</sup>(1CP):''' Makes Greater daemons worth playing and Adaptable. Before battle A {{W40kKeyword|Lord of Change}} becomes {{W40kKeyword|Exalted}} and can pick one of 6 additional abilities or randomly gain 2. Unfortunately, multiple Exalted daemons can only gain the same ability if rolled for. *#'''Mastery of Magic:''' Knows one more Power and cast one more. *#'''Spell-thief:''' if you unbind a spell, that Psyker can't manifest it again. Forces meta-savy enemies to take duplicates, but you're still taking away linchpins. *#'''Lord of Flux:''' Enemies take +1 more MW for your Spells. *#'''Nexus of Fate:''' while on the battlefield at the start of your turn, gain a CP on a roll of 1 or 6. *#'''Aura of Mutability:''' 6+ FNP, and then heals 1 for each 6 rolled after resolution. *#'''Architect of Deception:''' -1 to hit from ranged weapons *'''Minions of Magic <sup>Engine War</sup>(1 CP):''' {{W40kKeyword|Horrors Infantry}} gets a 9 on the first Psychic power manifested. A bit of a waste on a normal Horror unit, as they only know Smite. Use it on a Herald instead to make sure a must cast power goes through, the easiest way to cast Infernal Gateway. *'''Warp Jaws <sup>Engine War</sup>(1 CP):''' In the Fight phase, {{W40kKeyword|Screamers}} add +1 to wound when targeting {{W40kKeyword|Monsters}} or {{W40kKeyword|Vehicles}}. *'''Flames of Mutation <sup>Engine War</sup>(1 CP):''' Use in the Shooting Phase. Select a {{W40kKeyword|Flamers}} unit. Unmodified wound rolls of 6 inflicts a MW in addition to any other damage. *'''Warp Portal <sup>Engine War</sup>(1 CP):''' Use in your Movement phase. Select one {{W40kKeyword|Fluxmaster}}, {{W40kKeyword|FateSkimmer}}, or {{W40kKeyword|Burning Chariot}} and remove them from the battlefield. Then, set it back up anywhere that is more than 9" from any enemy models. This counts as its movement. Nothing in rules as written prevents you from using this on a model within 1" of an enemy, and it doesn't count as falling back...
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