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==={{W40kKeyword|[[Stygies VIII]]}}=== [[File:Stygies viii flag.jpg|100px|left|]] In the grim darkness of the far future, innovation is the only way forward. <br> Stygies VIII specializing in both speed and durability, as well as being the sneeky lot of the Mechanicus. <br> Vanguarding lets units get a head start and -1 to hits make your shooter durable.<br> Ideal for your chicken walkers and Walking Tanks. <br> ''Know the enemy - out-think the enemy - defeat the enemy. Study them from the shadows before delivering the killing blow.'' <tabs> <tab name = "Forge World Dogma"> '''Shroud Protocols:''' Any attacks against a friendly non-{{W40kKeyword|Core Vehicle}} from over 18" and 12" for any other units counts as shooting through dense cover, so hooray, that hit penalty stays! Additionally, any time one of your units charges, the enemy cannot Hold Steady or Set to Defend. </tab> <tab name = "Warlord Trait"> *'''Veiled Hunter<sup>{{W40Kkeyword|tech-priest}}</sup>:''' You can re-deploy two {{W40kKeyword|Stygies VIII}} units within your DZ or throw them into reserves on the first turn. This is all very helpful in giving you scouting power that exceeds your rangers. The units you throw into reserves don't even add into your CP costs. **Excellent on Aircraft, because Aircraft can deep strike from reserves. If you put non-Aircraft into your reserves, make sure you choose something that can pose a credible threat from a board edge. </tab> <tab name = Stratagem> *'''Clandestine Infiltration (1 CP, Wargear):''' Use up to twice during deployment. A {{W40kKeyword|Stygies VIII Core Infantry}} unit can be deployed to any place that is over 9" away from the enemy DZ and from any enemy units. Can be used once, and a second time if playing a Strike Force or Onslaught battle (i.e. 2000+ points). **This has gotten way stronger. Now you have a ticket to pretty much throw that pack of Skitarii into that tower you realize is in perfect range for your arquebus to snipe out. That big enemy line you see can now be worked around as you throw some Kataphrons into a spot that they can't charge for a turn. </tab> <tab name = Relic> '''Relic: ''The Omnissiah's Hand'':''' Once per game, you can trigger this at the end of the fight phase. Roll a d6 for every enemy model within 12", scoring a MW on a 2-5 and d3 MW on a 6. It's not much still, but now you have a laser light show that can at least ding a bunch of models you couldn't otherwise reach. </tab> <tab name = Tactics> '''Stygies VIII's Electronic Infiltration Boogaloo:''' Get a full unit of 20 Fulgurite Electro-Priests or two, pregame move them near your enemy with the Forgeworld specific '''Clandestine Infiltration''', activate the '''Chant of the Remorseless Fist''' canticle to reroll 1's in close combat, then charge the thing you want dead. It will die. Your 20 dudes will now have a permanent 3++ save and will be in your enemy's face. If whatever you faced somehow didn't die because the dice gods hate you, you can always activate the '''Zealous Congregation''' Stratagem to have them fight again in the same turn. Costly in terms of Command Points, but whatever you're facing will be deader than dead. </tab> </tabs>
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