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===Killzone-Specific=== These Tactics can only be used in specific Killzones. Some of these also require a specific Faction or Specialist as well; faction-linked tactics of this type listed with their respective factions. ====Killzone: Death World Forest==== *'''Universal:''' **'''Malevolent Flora (0 CP):''' **'''Vicious Spines (0 CP):''' **'''Tangled Overgrowth (0 CP):''' **'''Deadly Vines (0 CP):''' **'''Living Barrier (0 CP):''' **'''Tap the Ruins (1 CP):''' **'''Anti-Plant Grenade (2 CP):''' *'''Specialist Specific:''' **'''Poison Blades (2 CP):''' Use when you chose to a Combat specialist to fight in the Fight Phase. Reroll failed wound rolls until the end of the phase. **'''Grisly End (2 CP):''' Use when you chose to a Combat specialist of Level 2 or higher to fight in the Fight Phase, if they are within 1" of an enemy model that is within 1" of any terrain features. Any wound rolls of 6+ by the specialist against that model inflict a mortal wound in addition to any other damage until the end of phase. **'''Close Call (1 CP):''' Use if your Veteran suffers a mortal wound from a Dangerous Terrain test. On a 2+ ignore it. **'''Expert Forager (1+ CP):''' Use this at the end of the final battle round if you have a Level 2 Scout or higher on your kill team and not out of action. For every CP spent on this tactic, roll a D6. If 1 or more dice rolls a 6, gain 1 Materiel **'''Follow My Lead (1 CP):''' Use at the start of the movement phase. Models that begin the phase within 3" of the chose Scout do not take dangerous terrain tests if they also end their movement within 3". ====Killzone: Sector Fronteris==== *'''Universal:''' *'''Specialist Specific:''' ====Killzone: Sector Mechanicus==== *'''Universal:''' *'''Specialist Specific:''' ====Killzone: Sector Munitorum==== *'''Universal:''' *'''Specialist Specific:''' ====Killzone: Wall of Martyrs==== *'''Universal:''' **'''Report Position (2 CP):''' Add or subtract 1 from the roll to see if the battle ends. **'''Take the Bunker (1 CP):''' A model can get into a bunker. **'''Vacate the Bunker (1 CP):''' A model can get out of a bunker. **'''Relative Safety (1 CP):''' Subtract 2 from Nerve tests for models in a bunker. **'''Fire in the Hole (1 CP):''' A grenade thrown into a bunker hits everyone in the bunker. **'''Firing Step (1 CP):''' Re-roll failed Overwatch hits if you're on a defense emplacement. **'''Go to Ground (1 CP):''' Give up shooting for a model on a defense line to make enemy models take -2 to shoot at it. **'''Sturdy Barrier (0 CP):''' The penalty to hit for intervening terrain in the Fight phase is -2. Does not trigger regeneration of CP. *'''Specialist Specific:''' **'''Minesweeper (1 CP):''' Your opponent must tell you if they've booby-trapped terrain within 6" of your Scout specialist. **'''Inspiring Vantage (1 CP):''' If your Leader is standing on top of a bunker, re-roll failed Nerve tests for your team. **'''Loot the Battlefield (1 CP):''' A Veteran specialist near terrain gains an experience point. Once per mission. **'''Call In Fire Support (2 CP):''' A level 2 Comms specialist picks an enemy model it can see and makes it and everything near it take mortal wounds on 6. ====The ''Truehawk''/Ministorum Shrine==== *'''Point-Blank Overwatch (1 CP):''' Largely the same as the tactic of the same name from Arena, with some slight language differences. *'''Remote Access (1 CP):''' If an '''INFANTRY''' model ends a normal move within 1" of a Control Panel, and there are no enemies within 1" of the same Panel, it can open or close one door as if it was within 1" of it. If the model is a Comms specialist, choose up to D3 doors.
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