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===WC Ploy=== <tabs> <tab name="Strategic Ploys"> *'''Exalted Astartes (1 CP):''' Your {{W40kKeyword|Sorcerer}} operatives gain a combination of Malicious Volleys and Hateful Assault from the classic traitors. The operatives can choose to either fight twice but not shoot or shoot twice but not fight (and psychic attacks count to this!). **Your {{W40kKeyword|Rubric Marines}} can only shoot twice but are unable to fight, which is well enough considering their limited prowess, but the Q3 2022 Dataslate forces that any gunners you take must spend an additional AP for their second round of shooting, which will bite into your plans of Soulreaper spammage. *'''Psychic Dominion (1 CP):''' Your {{W40kKeyword|Sorcerer}} operatives can cast twice this turn rather than once. *'''Slow and Purposeful (1 CP):''' Until the end of the turn, any {{W40kKeyword|Rubric Marines}} operatives that do not move in any way can re-roll to hit with their guns. Especially handy for your base bolters, which will compose most of your gunline if not all of it. *'''Savage Herd (1 CP):''' Whenever any {{W40kKeyword|Tzaangor}} operative fights in combat, they score an automatic hit. If they're supported by another {{W40kKeyword|Tzaangor}} operative, that turns into a critical hit, which is quite vicious - especially for the champion. </tab> <tab name="Tactical Ploys"> *'''Capricious Plan (1 CP):''' A {{W40kKeyword|Sorcerer}} operative can immediately dash and change their order at the end of their activation, letting them slip into cover just as soon as you lay down some magic on the fools. *'''Mutant Herd (1 CP):''' When {{W40kKeyword|Tzaangor}} operative is activated, they can pick one fellow {{W40kKeyword|Tzaangor}} operative within 3"/square of them. After their activation ends, this fellow operative can immediately move like they have GA2. *'''Psychic Cabal (1 CP):''' When a {{W40kKeyword|Sorcerer}} operative decides to manifest a power, he can instead co-opt a power from a fellow {{W40kKeyword|Sorcerer}} operative within 6"/pentagon of him. If you bring multiple sorcerers, then you owe it to yourself to make sure they can take use of whatever powers are on hand. *'''Schemes of Change (1 CP):''' When an operative is activated, you can dispose of one Tac Op you're using and then pull out another one. </tab> </tabs>
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