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===FW Ploy=== <tabs> <tab name="Strategic Ploys"> *'''Aggressor Imperative (1 CP):''' Once per game, your operatives add 1"/triangle when moving or charging but you must re-roll one successful save roll. For the most part, this is keyed towards the Sicarians, who are primarily focused on getting up-close and personal. *'''Bulwark Imperative (1 CP):''' Once per game, your operatives can re-roll one failed save roll but sacrifice 2"/circle in movement. This won't mean much if your team's already in place, but this will hurt for your melee-focused operatives. *'''Conqueror Imperative (1 CP):''' Once per game, you can let your operatives re-roll one hit roll when fighting without regard of hit or miss if you need a crit. However, your operatives need to re-roll one successful hit when shooting as well. This is meant for the Sicarians who live to get in the fight. *'''Protector Imperative (1 CP):''' Once per game, you can let your operatives re-roll one hit roll when shooting without regard of hit or miss if you need a crit. However, your operatives need to re-roll one successful hit when fighting as well. Skitarii will mostly be unaffected by this, as they need to be at range anyways. </tab> <tab name="Tactical Ploys"> *'''Control Edict (1 CP):''' When a {{W40kKeyword|Forge World Leader}} is activated, you can trigger this and activate another friendly operative within 3"/square. As GA2 is fairly minimal in this game, you'll be needing whatever advantage you can get to speed up certain tasks. *'''Electrostatic Interference (1 CP):''' When an enemy operative is within pentagon/6" of an {{W40kKeyword|Infiltrator}}, they can't be activated until another enemy operative is activated first. This is primarily for area denial, especially when dealing with objectives or trying to eliminating a choice target. </tab> </tabs>
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