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Warhammer 40,000/9th Edition Tactics/Chaos Daemons
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====<span style="color:#01bbe3;">Stratagems</span>==== *'''Blasted Standard (1CP):''' Used during the psychic phase. Any time a psyker within 12" of a {{W40kKeyword|Tzeentch Icon}} unit rolls a 9+ to cast a power, the nearest enemy within 24" of the icon takes a surprise MW. *'''Burning Warpfire (1/2 CP):''' Select a {{W40kKeyword|Flamers}} unit during the shooting phase. When using the Flamers' flickering flames or the pink fire, they always deal 9 hits on a unit of 11+ models. As your premier horde-clearers, you can expect no less. **Costs 2 CP is used on a unit of 4+ models. *'''Magical Boon (1 CP):''' One {{W40kKeyword|Tzeentch Psyker}} can cast an additional psychic power this turn. *'''Minions of Magic (1 CP):''' A {{W40kKeyword|Horrors Core}} unit improves the AP of their attacks to -3 on a natural 6 to hit. Gives a nice extra punch to your firing lines. *'''Relics of the Impossible Fortress (1 CP):''' Another generic 'extra relics' strat. *'''Warp Jaws (1 CP):''' In the Fight phase, Screamers, Burning Chariots and Fateskimmers add +1 to wound when targeting {{W40kKeyword|Monsters}} or {{W40kKeyword|Vehicles}} with their mount bites. It's not like you can expect much else from one bite, but it's at least nice to see them try. *'''Warp Portal (1/2 CP):''' Use in your Movement phase. Select one {{W40kKeyword|Tzeentch Character}} and remove them from the battlefield. Then, set it back up anywhere that is more than 9" from any enemy models. This counts as its movement. Costs 2 CP on any characters that aren't Heralds. **With how squishy your heroes have become in melee, this has become an escape button more than a surprise assassination tool.
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