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Warhammer 40,000: Kill Team (HoR)/Tactics/Space Marines(8E)
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==Tactical Actions== *'''Bathed in Glory (1 TP)''': This makes sure that you hold onto an objective when confronted with many assailants, but it expects that the model you pick can hold on long enough for backup to arrive because you'll otherwise give up a free VP if they die. *'''Against the Odds (1 TP)''': Considering the cost of a marine, it's very likely that you'll end up outnumbered. This can be the nudge to keep your odds even. *'''Battleforged Wisdom (2 TP)''': Whenever your leader kills another character or 3 lesser models, you can give him a Warlord Trait, which is pretty awesome to consider. *'''Sign of the Aquila (1 TP)''': You can force an enemy to charge one model of your choice, which is really good for directing attention to your terminators while leaving the backup to handle the original target. Do be careful however, as this only attracts the closest model, and this might leave a deadlier enemy free to charge on their own initiative. *'''Shadowed Pinions (2 TP)''': {{W40kKeyword|Raven Guard}} only. This gives any flying models that enter from reserves a hefty invuln so they can last long enough to bumrush the enemy. *'''Grand Strategy (1 TP)''': {{W40kKeyword|Ultramarines}} only. You pull this one off during deployment, making the enemy deploy models while you stall until you see where they go and restrategize. Don't expect to use this on all tables depending on how you set up deployment, but this is really helpful. *'''Close-Range Bolter Drill (2 TP)''': {{W40kKeyword|Imperial Fists}} only. This is like rules such as Death to the False Emperor in that you score an extra hit if you roll a 5+ to hit with a bolt-weapon at half range, but these hits are automatic. *'''The Great Hunt (3 TP)''': {{W40kKeyword|White Scars}} only. Okay, holy shit. Extra attacks for having enemies near you? That's really batshit to throw at a power axe or some really mean shit. The drawback is that you have to make those bonus attacks at the model who gave it and that the range is only 1". *'''Burning Zealotry (2 TP)''': {{W40kKeyword|Black Templars}} only. This will double the range of all your leader's aura effects and lets anyone inside it ignore terrain for movement. Just what you need for a mass charge. *'''Dragon's Lair (2 TP)''': {{W40kKeyword|Salamanders}} only. You can omit to deploy a model and instead leave a trap for anyone who breaks into your deployment zone. *'''Flawless Cognition (2 TP)''': {{W40kKeyword|Iron Hands}} only. This is the next step from Tactical Re-Roll, the ability to choose the result of a die. *'''Newfound Might (3 TP)''': Available for any other chapter. This lets you re-roll 1's for a phase, which can be helpful, though maybe a bit costly.
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