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Warhammer 40,000/Tactics/Kill Team(8E) Xenos
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===HAR Tactics=== *'''[Core/Annual2019] Prismatic Blur (1CP):''' When one of your units Advances during the Movement phase, this gives them a 3+ invulnerable save until the start of the next battle round. *'''[Core/Annual2019] Cegorach's Jest (2CP):''' If an enemy unit Falls Back from one of yours, so long as no other enemies are within 1", your unit can shoot at the fleeing enemy as if it was the Shooting phase. *'''[Core/Annual2019] Warrior Acrobats (1CP):''' When one of your units Advances during the Movement phase, add 6" to the models Move characteristic for that Movement phase instead of rolling a dice. *'''[Core/Annual2019] War Dancers (2CP):''' At the end of the Fight phase, pick a model from your kill-team who has already fought this phase. This model can immediately fight an additional time. *'''[Core/Annual2019] Fire and Fade (1CP):''' Use after a model from your kill-team shoots in the Shooting phase. This model can immediately make a normal move of up to 7" as if it were the Movement phase. Identical to the Eldar & Dark Eldar stratagem of the same name. *'''[Core/Annual2019] Mirthless Hatred (1CP):''' When one of your models is chosen to fight, use this to re-roll failed hit rolls and wound rolls for the model if its target is a {{W40kKeyword|SLAANESH}} model. *'''[Annual2019] Blades of Cegorach (1CP):''' If you make a charge roll of 10+ for a model (62.5% chance on a 3d6), use this tactic get +2A for the rest of the round. *'''[Annual2019] Trickery and Deception (1CP):''' Use this Tactic at the end of the Movement phase. Choose two models from your kill team (other than shaken models) that are within 8" of each other. Mark each modelโs position with a counter, then remove each model from the battlefield and place each model in the exact position the other previously occupied. If either of those models are no longer within 1" of any enemy models, they are considered to have Fallen Back (even if they did not start the phase within 1" of an enemy model). If either of those models are within 1" of any enemy models, they are considered to have charged all enemy models within 1" *'''[Annual2019] The Joy of Lament (1CP):''' Used when an enemy model fails a nerve test in the in the Morale Phase. Any of your models within 6" of that enemy model do to take Nerve tests for that phase. *'''[Annual2019] Ghosts of the Webway (Reserve)(2CP):''' Set up 3 models from Reserves anywhere that is more than 5" (8"?) away from enemy models. All models must also be within 2" of the first model you set up. *'''[Annual2019] Point Blank Strike (2CP):''' Use this Tactic in the Fire at Will section of the Shooting phase, you can chose a model to shoot even if it made a charge move this battle round, but it must use a pistol. **The obvious use for this, by the name, is to get in an extra sucker punch with a fusion pistol against a hardy or dangerous target and it is devastating doing that. But being able to shoot on a failed charge is not to be snuffed at either. **Between this, Soaring Spite, Cegorach's Jest and Fire and Fade, pistols are starting to become a solid investment for Harlies. *'''[Annual2019] Dance of Death (2CP):''' In the movement phase, pick a non-shaken model that hasn't moved and is within 1" of an enemy model. Move that model up to 2" so that it is more than 1" from any enemy models. You can then declare a charge with that model, as if it was not within 1" of an enemy model at the start of the phase. Subtract 2 from the charge roll. **Notably doesn't have any restriction on when you can use this ability, meaning its one of the few ways to prevent tarpits, waste an enemy's charge, escape Nid's Kraken ability, or using your opponents own move to let a more valuable target move into range.
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