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Warhammer 40,000/10th Edition Tactics/Space Marines
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=====Stratagems===== <tabs> <tab name="Battle Tactic"> *'''Adaptive Tactics (1 CP):''' One unit or two {{W40kKeyword|Kill Team}} units can choose to have a different mission tactic active. Sounds good except there's no clause about whether these can be used after being used by the rest of the army - something that sinks this from usable into trash. *'''Armour of Contempt (1 CP):''' Same as the one in Gladius. Incoming attacks against one unit reduce their AP by 1. </tab> <tab name="Strategic Ploy"> *'''Teleportarium (1 CP):''' One unit or two {{W40kKeyword|Kill Team}} units that aren't engaged at the end of the enemy Fight phase can leave the board and redeploy anywhere at least 9" away from the enemy on the next turn. </tab> <tab name="Wargear"> *'''Dragonfire Rounds (1 CP):''' One unit or two {{W40kKeyword|Kill Team}} units can give their guns both ''Assault'' and ''Ignore Cover''. *'''Hellfire Rounds (1 CP):''' One unit or two {{W40kKeyword|Kill Team}} units can give their their guns without ''Devastating Wounds'' both ''Anti-Infantry 2+'' and ''Anti-Monster 5+''. GW quickly realized giving 2 squads the massive amount of potential mortal wounds against infantry for only 1 CP was a little broken and quickly nerfed it so now it only gives your other guns the means to insta-wound troops and chip away at monsters. *'''Kraken Rounds (1 CP):''' One unit or two {{W40kKeyword|Kill Team}} units can give their guns +6" range and improve their AP by 1. Great for handling MEQ. </tab> </tabs>
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