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===NEC Commander Tactics=== *'''[Ankra] Enduring Will (2 CP):''' Use at the start of the round if your {{W40kKeyword|Commander}} isn't shaken. Until the end of the round, it takes one less damage from each attack (minimum of 1, obviously). *'''[Ankra] Vendetta (1 CP):''' When you first add an {{W40kKeyword|Overlord}} to your team/command roster, you can pick a faction keyword. Then, use this tactic in the Fight phase to re-roll hit and wound rolls of 1 against enemies from that faction for that {{W40kKeyword|Overlord}}. Since your Overlord already has WS 2+ and will be wounding most things on a 3+ or better anyways, this makes for a handy "This thing dies ''NOW!''" button. *'''[Commanders] My Will Be Done (Aura) (2 CP):''' Use at the start of the round if you have a non-Shaken {{W40kKeyword|Overlord}}. It gains an aura that allows friendly models within 6" to add 1 to their advance, charge, and hit rolls. *'''[Commanders] Resurrection Orb (3 CP):''' Use at the end of the Morale phase if you have a non-Shaken {{W40kKeyword|Overlord}}. Select a friendly model that is Out of Action and roll a d6; on a 2+ it is revived with 1 wound and no flesh wounds and placed within 3" of the Overlord but no closer than 1" away from enemy models. *'''[Commanders] Technomancer (Aura) (1 CP):''' Use at the start of the round if you have a {{W40kKeyword|Cryptek}}. It gets an aura that lets friendly models within 6" ignore the hit penalty for one flesh wound. *'''[Commanders] Chronometron (Aura) (1 CP):''' Use at the start of the round if you have a {{W40kKeyword|Cryptek}}. If it's not shaken, it gets an aura that gives friendly models within 3" a 5++ invuln.
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