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===HS Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Need Keeps (1 CP):''' Mark one objective. Your operatives count their APL as one higher in terms of capping it, so you can edge out rivals from capping a point. *'''Proximate Firepower (1 EP):''' +1 to the BS of any operatives that shoot within 6"/pentagon of them. Pretty much a no-brainer for any pistols you take. *'''Toil Earns (1 CP):''' Mark one objective. Enemies within 3"/square of that objective gain a Grudge token. Great for helping you blast a key unit off a point. *'''Wrought Defense (1 CP):''' Whenever your operatives roll for saves, rolling a critical save lets you also turn one failed save into a pass. </tab> <tab name="Tactical Ploys"> *'''The Ancestors are Watching (1 CP):''' When one uninjured operative is activated, they can make a free Fight or Shoot action to lay on the aggression. *'''Hardy (1 CP):''' One operative can degrade a critical hit they suffer into a basic hit, though any crit effects will still go through. Don't run into meltas, don't think yourself immune to snipers. *'''Rampart (1 CP):''' Use during the Deployment step. You can either take the Fortify scouting option on top of whatever you already picked, make one piece of Light terrain within 3"/square of your DZ into Heavy terrain or turn one Light barricade you set up into a Heavy barricade. *'''Worth It (1 CP):''' Lets an operative perform a free mission action before they die. Of course, this is only worth using if you aren't using a Tac Op that requires you to pick up something. </tab> </tabs>
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