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Tactics - Angry Marines
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=Psychic Powers= *'''FUCK HEAT!!!''' :For WC 6 a unit with plasma weapons rerolls all failed hit rolls until your next psychic phase, even on overwatch. Angry marine plasma weapons are more powerful than normal, but are far more unstable, so the ability to avoid those fatal 1’s helps. *'''FFFFFFFF...!!!''' :WC 6 on an infantry unit, and they gain 1 attack, 2 if they’re outnumbered in melee, 3 if they’re outnumbered 2:1 in melee. You know that ork horde you just charged? Evaporated. Those hormogaunts? Annihilated. Best used on your tough units with melee weapons which normally suffer from a low attack count like the adamantium 2 by 4. *'''RIP AND TEAR!!!''' : *'''FUCK YOUR PSYCHIC SHIT!!!''' :WC 5, minus 1 to the psychic tests taken by a within 24” (being able to target characters) and ALL other psykers within 6” of the psyker. Simple, effective and shuts down a lot of armies psychic phase. Grey knights and thousand sons in particular will suffer and at only WC 5 it’s easy to pull off. However, this is a one trick pony, it’s of no use against armies with no pskyers, or even against the necrons with their not psykers. *'''ALL THE RAGE!!!''' :WC 6, an angry marine character get plus 1 attack and toughness until your next psychic phase and enemy units within 3” subtract 1 from their leadership. Toughness 5 holds a special place in the rules at the moment, as it provides protection against strength 4,5 and 8 weapons which are very common, the plus 1 attack and leadership debuff are just gravy to kill more stuff. Does not stack with the RIP AND TEAR!!! and FFFFFFFF...!!! Psychic Powers, so as before you’ll need to make a tactical choice on what you need your unit to do. *'''I’M COMING FOR YOU FUCKER!!!''' :
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