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===VG ploys=== <tabs> <tab name="Strategic Ploys"> *'''Overcharge Lasguns (1 CP):''' Your operatives can pick a new statline for their lasguns, giving them a means for AP1 on those flashlights but risking Hot in order to get them. It's best to save this option only for taking down marines or units that have ways to improve their AP while in cover as it doesn't improve the lasgun's damage. *'''Take Cover (1 CP):''' Operatives shot at while in cover improve their saves by 1. You'll be needing that because of how weak your save is. *'''Into the Breach (1 CP):''' Operatives in your DZ can make a free Dash action, but that movement has to push them closer to the enemy DZ than your own. Especially favorable for your melee operatives or for gunners with limited range. *'''Clear the Line (1 CP):''' When your operatives fight, they can immediately score one hit without rolling. </tab> <tab name="Tactical Ploys"> *'''Inspirational Leadership (1 CP):''' When your {{W40kKeyword|Leader}} operative is activated, they can issue a second order, allowing you to adapt a little faster to a sudden change in the situation. *'''In Death, Atonement (1 CP):''' If your guardsman dies, they won't leave the board until the end of your next activation and will ignore the injured status for this single moment. *'''Combined Arms (1 CP):''' After one operative fires, you can use this to make sure another operative firing upon the same operative your first one did hits by letting them re-roll all their hit die. As ever, the wall of guns remains the guardsman's best strategy. </tab> </tabs>
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