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===GI Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Blessings of Pox (1 CP):''' When any operative is shot at, keep a tally of the results of any failed saves. If the total of these failed saves is above 7, then one of those failed saves is considered a pass. *'''Blessings of Infection (1 CP):''' When your operatives fight, keep a tally on the results of any failed attacks. If the total of these failed attacks is above 3, then one of those failed attacks is considered a hit. *'''Drawn to the Hum (1+ CP):''' Mark an objective. All operatives within 6"/pentagon of this operative immediately dash towards it for some speed boosts. While very handy for your shambling zombies, it costs more CP the more you use it. *'''Rust Emanations (1 CP):''' When an enemy is engaged with an operative that isn't a {{W40kKeyword|Mutoid Vermin}}, they automatically count as though they are Injured. Best used to overwhelm an enemy fighting your hulks. </tab> <tab name="Tactical Ploys"> *'''Barge (1 CP):''' One {{W40kKeyword|Nightmare Hulk}} operative can move or charge through terrain or other models for their activation. This move can even break lines of engagement without triggering any attacks. *'''Frightening Onslaught (1 CP):''' One {{W40kKeyword|Nightmare Hulk}} operative can immediately fight again, whether against an enemy that's still alive or another engaged foe. *'''Pollute Stockpile (1 CP):''' Whoops! You just shat on your enemy's gear! Now all equipment your enemy takes cost 1 extra EP and each piece of equipment can only be taken once. Way to piss that fucker off! *'''Putrescent Demise (1 CP):''' If an operative that isn't a {{W40kKeyword|Mutoid Vermin}} dies, any enemies within 3"/circle takes a mortal wound (d3 MW if the operative was a {{W40kKeyword|Nightmare Hulk}}). </tab> </tabs>
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