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===Invasion Fleet=== <div class="toccolours mw-collapsible mw-collapsed> The Index's general-use detachment. Gives your army a general focus while also allowing them to gain some extra uses when using Stratagems in Synapse range. <div class="mw-collapsible-content"> ====Special Rules==== *'''Hyper-Adaptations:''' Gives you one of three buffs you can pick between for the entire game. You're naturally going to gravitate towards ''Hyper-Aggression'' because routinely your attacks will be fine on accuracy but struggle to wound. **''Swarming Instincts:'' Any attacks against enemy {{W40kKeyword|Infantry}} and {{W40kKeyword|Swarm}} units gain ''Sustained Hits 1''. **''Hyper-Aggression:'' Any attacks against enemy {{W40kKeyword|Vehicle}} and {{W40kKeyword|Monster}} units gain ''Lethal Hits''. **''Hive Predators:'' Any critical hits against enemy {{W40kKeyword|Character}} units gain ''Precision''. ====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Adrenal Surge (1 CP):''' When one unit fights (two if they're both within Synapse range), they score critical hits on a 5+. *'''Rapid Regeneration (1 CP):''' One unit gets a 6+++ FNP against the enemy's shooting attacks, upped to a 5+++ if the unit's within Synapse range. </tab> <tab name="Strategic Ploy"> *'''Death Frenzy (1 CP):''' When a unit is attacked in melee, any models that die before fighting can still attack after the enemy on a 4+ before going down. *'''Endless Swarm (1 CP):''' During your command phase, two units with the {{W40kKeyword|Endless Multitude}} keyword (so Neurogaunts plus your 3 Battleline units) that are within your Synapse Range can have up to d3+3 destroyed models returned for each one selected. *'''Overrun (1 CP):''' A unit can consolidate 6" instead of the usual 3" so long as they end movement within engagement range of another enemy. If the unit's within Synapse range, that consolidation range is boosted to their full movement speed. *'''Synaptic Insight (1 CP):''' One unit (two if they're both within Synapse range) get to use one Hyper-Adaptation that you didn't pick at the start of the game for the turn. </tab> </tabs> ====Enhancements==== *'''Adaptive Biology:''' Bearer gets a 5+++ FNP. At the start of any turn, if the bearer has fewer than its starting number of wounds remaining, until the end of the battle, it has a 4+++ FNP instead. Best on a Flyrant or Tervigon, who need the protection more than anything. *'''Alien Cunning:''' After both players have deployed their armies, select up to three units from your army and redeploy them. When doing so, you can throw them into reserves. **Excellent for anyone since it doesn't really care who it's used on. If you do take it, try to also take Deathleaper, who can make optimal use of the redeploy; it's also very, very good on Leapers. *'''Perfectly Adapted:''' Bearer gains a 1/turn ability to re-roll one Hit, Wound, Damage, Advance, or Charge roll, or one saving throw. *'''Synaptic Lynchpin:''' Bearer gains a 9" bubble of Synapse range without getting the actual keyword. Great on a Parasite of Mortrex. </div></div>
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