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====Special Rules==== Unlike other supplements, the Imperial Fists share theirs with their Crimson Fists successors. Crimson Fists thus have a full list of relics and stratagems (and Imperial Fists don't), but have their own chapter tactic and half a warlord trait table. They're still Fists, just with some "heroic last stand" tones. <tabs> <tab name="Imperial Fists and Successors"> *'''{{W40kKeyword|Imperial Fists and Successor}} Chapter Tactics - Siege Masters:''' Enemy units do not receive "the benefit of light cover" against attacks made by models with this tactic. If the attack was with a bolt weapon, an unmodified 6 to hit scores an additional hit. [[Ork|Yellow IS shootier]]. **Exploding 6s is mathematically the same as an additional point of BS but better, since it both stacks with actual +1s to hit and doubles your Overwatch. Works particularly well with a Chapter Master's re-roll (remember, you can re-roll a 5 if you really want that 6) and other mechanics that also trigger on 6 to hit (re-rolling for 6s is even better when that 6 also grants an autowound or -1AP or what have you). </tab> <tab name="Crimson Fists"> *'''{{W40kKeyword|Crimson Fists}} Chapter Tactic - No Matter the Odds:''' Add 1 to hit rolls for a unit shooting at an enemy that has at least 5 more models than the attacking unit has (e.g. a unit of 3 models gets +1 against any unit of 8 models or more). {{W40Kkeyword|Vehicle}}s count as 5, in both directions. Additionally, for attacks with a bolt weapon, an unmodified 6 to hit scores an additional hit. **Exploding 6s is mathematically the same as an additional point of BS but better, since it both stacks with actual +1s to hit and doubles your Overwatch. Plus, scoring more shots than the weapon is actually capable of is always neat. This also means you suffer less from -1s to hit, including Auspex Scanners. **As if you needed an incentive to run Multiple Small Units. It works on your damaged units too, as well as low count units ([[That_Guy|Company Vet pairs]]). **Aggressors, Inceptors, and Centurions are perfect for the CF: they are three-man squads with a fuckton of bolt shots. </tab> <tab name="Exorcists"> *'''{{W40kKeyword|Exorcists}} Chapter Tactic- By My Will I Deny Thee:''' Unmodified wound rolls of 1 or 2 against a unit with this tactic always fail, even if the attacker's weapons or abilities would make it succeed. Additionally, units with this tactic get a 5+++ against mortal wounds. </tab> </tabs> *'''Combat Doctrine - Legacy of Dorn:''' Heavy Weapons with a strength characteristic of 7 or more gain +1 damage when targeting {{W40kKeyword|Vehicle}}s or {{W40kKeyword|Building}}s (although good luck finding a non-vehicle building to shoot at) in the Devastator Doctrine. No nonsense, strike some of the important targets turn one at range. But only turn one, due to the changes to Combat Doctrines. **''[[Battlesuit#XV95_Ghostkeel_Battlesuit|Does]] [[Riptide|nothing]] [[Khaine#The_Avatar_of_Khaine|against]] [[Tyranids|{{W40kKeyword|monsters}}]].'' **Without S7+ bolt weapons, it's hard to find synergy with your chapter tactics, so you might want to swap out to a Successor - Master Artisans and Stealthy, for example (Multi-Meltas are good for ''everyone'', but you may want to commit to lascannons, as the additional range can be helpful in guaranteeing it's a ''vehicle'' you're shooting). If you're going with stock, Crimson Fists do this better than actual Imperial Fists do, simply because it's easier to find yourself fighting a unit of 2 or more vehicles than it is to find yourself fighting a vehicle in light cover.
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