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===L Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Malicious Volleys (1 CP):''' Any operatives can shoot twice with any bolt weapons but cannot fight. This is especially dangerous for the heavy bolter, which has blanketing fire. *'''Hateful Assault (1 CP):''' Any operatives can fight twice but cannot shoot. This means considerably more for your traitors due to the extra accessibility of chainswords. *'''Blood for the Blood God! (1 CP):''' When a {{W40kKeyword|Khorne}} operative charges, their attacks deal +1 extra damage. Note that this is after accounting for any other modifiers, meaning that this even applies on crits. *'''Perpetual Aggression (1 CP):''' When a {{W40kKeyword|Khorne}} finishes a fight action without being engaged with an enemy, they can walk up to 3"/square towards the nearest enemy, allowing them to get right back into combat without wasting an action on charging. This can even work after having moved, which means that charges are fair game. *'''Mutagenic (1 CP):''' When a {{W40kKeyword|Nurgle}} operative takes damage from a non-crit, that damage is reduced by 1 to a minimum of 2 damage. While useless against lasguns, this can reduce bolters into being as painful as lasguns and blunts the effectiveness of other guns. *'''Implacable (1 CP):''' {{W40kKeyword|Nurgle}} operatives won't count as injured and ignore penalties to their APL or their BS. This actually does quite well for your gunners, who'll want their full BS for overwatch while also having value for any melee marines. *'''Graceful Killer (1 CP):''' Add +1 to the crit damage for a {{W40kKeyword|Slaanesh}} operative's melee weapons. *'''Delicious Agony (1 CP):''' When a {{W40kKeyword|Slaanesh}} operative fights, they can resolve two hits at once if they score their first hit on an injured foe. This is made to guarantee killing blows against an enemy without needing to worry about parrying. *'''Protected by Fate (1 CP):''' When a {{W40kKeyword|Tzeentch}} is shot, they can turn a failed save into a pass if you have any critical saves. Considering that you lack any manner of invulns, you'll be wanting this against a bad round of shooting. *'''Aetheric Ward (1 CP):''' A {{W40kKeyword|Tzeentch}} operative gains a 4++ save. Proper for laughing at any high-AP weapons like meltas. </tab> <tab name="Tactical Ploys"> *'''Veteran of the Long War (1 CP):''' If an operative fights or shoots but misses every attack, they can fight/shoot once more. *'''Unending Bloodshed (1 CP):''' When a {{W40kKeyword|Khorne}} operative is killed in combat with an enemy, you can make one last desperate attack before going down like a bitch. *'''Mutability and Change (1 CP):''' A {{W40kKeyword|Tzeentch}} operative adds +1 to their APL for this activation. *'''Malignant Aura (1 CP):''' A {{W40kKeyword|Nurgle}} operative gains a 3"/square aura that reduces the defense of any enemy operatives inside it by 1. This won't mean much by itself, but it can make some easy pickings for a gunner. This is especially a worthwhile pick when stacked with the Chosen's aura of inescapability. *'''Sickening Captivation (1 CP):''' Mark an enemy within 3"/square of a {{W40kKeyword|Slaanesh}} operative. This enemy suffers -1 to their APL. For most, this essentially robs them of their ability to fall back, but even marines will be forced to either retreat and do nothing else or stay and fight another turn. </tab> </tabs>
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