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===GK Tactics=== *'''[Core] Psybolt Ammunition (1CP):''' When a unit fires with a storm bolter, the weapon becomes S5 AP-1 until the end of the phase. Not only means even your melee specialists can wield the might of a 4-shot Heavy Bolter at close range, but a ''Demolitions'' specialist can wound anyone in cover on a 2+ without even buying a special gun (which might be already assigned to the Heavy and Comms Gunners). *'''[Core] Psychic Channeling (2CP):''' When a unit takes a Psychic test, roll 3 dice instead of 2 and use the 2 highest rolls. *'''[Core] Honour The Chapter (2CP):''' At end of Fight phase, a unit can immediately fight again. Very potent if you need somebody really dead and got shit rolls, also for 4CP you can combo this with the ''Decisive Strike'' Stratagem for some... [[Rape|interesting results.]] *'''[Core] Heed The Prognosticars (2CP):''' At start of battle round, add +1 to saving throws for a unit until the end of the battle round. Super situational since you have to use it at the begining of the battle round, you opponent can just target somebody else and ignore the buffed knight ''A 4++ in meele when used in conjunction with the stave''. *'''[Elites] Teleport Strike (Reserve) (1CP):''' Use at the end of the movement phase, bring in up to 3 TERMINATOR models from reserves anywhere more than 5" from an enemy. *'''[Annual 2019] Psychic Onslaught (2CP):''' When you shoot with a Psilencer or Psycannon, use this tactic to improve its S and AP by 1 until the end of the phase. *'''[Annual 2019] Psychic Communion (2CP):''' +1 to your Psychic test for each friendly non-shaken model with 3". **With Brotherhood of Psykers you're already passing the test for a psybolt on a 4, this drops it down to at least a 3 (it doesn't say ''other'' friendly models, which means its counts the psyker as well). By pairing your dudes up, you're guaranteed to get the Psybolt off so long as you don't die from a peril. For the 4 people that play Commander, its even better. You have more models to cram in, and powers with higher warp charges to manifest. **Nota bene; if they're within range to help you manifest, they're also within range to get hit by the Peril. Thats the trade off. *'''[Annual 2019] Rite of Exorcism (2CP):''' Used before rolling a Deny the Witch test. If you successfully negate their power, the enemy psyker suffers a mortal wound. *'''[Annual 2019] Leave No Witnesses (1CP):''' If theres only 1 enemy model within 6" of when fighting with one of your models, your model can reroll failed wounds until the end of the phase. *'''[Annual 2019] Mental Fortitude (3CP):''' Once per battle, you can increase your psybolt range for one model by 6" (bringing it up to its regular 18") for until the end of the phase. **3CP. For one model. For one round. You should never use this, let alone want to use it more than once for the restriction to come into play. What a joke. *'''[Annual 2019] Ceaseless Vigil (2CP):''' Use at the star of the shooting phase. +1 to hit when targeting any models that came out of reserves this round. *'''[Annual 2019] Canticles of Warding (1CP):''' Use this when you suffer a mortal wound. You get to roll a 5+FNP for that mortal wound and any future mortal wounds that phase.
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