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Grimdark Future/Tactics/TAO Coalition
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==Special Rules== * ''Accelerator Drone:'' Extra 6" range for a Spotter Squad's Pulse Carbines. Considering how nasty Carbines can be, this can be a pretty nice upgrade particularly in a combined unit. * ''Beacon:'' Ignore distance restrictions for Ambush when Ambushing within 12" of this model. This is going to be highly situational, and is mostly useful for last-round objective contesting. Spotter Squads and Stealth Suits can take this * ''Good Shot:'' Many of the core TAO units get this rule, which is basically just a +1 to shooting, not much more to say. * ''Inhibitor Drone:'' -3" to charging anyone within 12" of this unit, this is again a Spotter Squad unique upgrade. At 15pts this is a bit expensive, but it gives one quite handy benefit - Ambushers can no longer charge this unit the turn they come in. For a Spotter Squad set up to be backline fire support, that can be a nice safety assurance. * ''Shield Drone:'' Gives an allies within 12" Regeneration. Nice if you want to make a certain unit more survivable, but most of the time it's going to be better to just have more troops. * ''Spotting Laser:'' Instead of shooting a weapon, you have a 50/50 chance to give +1 to shooting on an enemy unit per laser. The +X is one-time use only, so best used either against very tough targets or units with Stealth. You'll get the most utility out of this when either using Suits or combined units, so save your lasers for your hard hitters. ===Psychic Spells=== *'''Patience (4+):''' Grants a friendly unit within 12" Stealth when they next get shot. This is important since most of your troops are pretty poor with defense. *'''Killing Blow (4+):''' Enemy model within 12" takes an AP 2 hit, making this a pretty cheap sniping power. *'''Boldness (5+):''' Friendly unit within 12" can immediately move 3", which won't really be enough to act as an escape button. It can however nudge a unit into cover or into combat. *'''Deadly Strike (5+):''' Enemy unit within 12" takes 4 AP 1 hits. *'''Pacification (6+):''' Enemy unit within 12" takes -3 to their next melee hit rolls, which can pretty easily turn the tables when trying to stall a combat. Really, don't expect any better, even for jackals. *'''Deadly Surge (6+):''' Two enemy units within 12" take 6 hits each, making this an ideal anti-mob power.
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