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Warhammer 40,000/10th Edition Tactics/Chaos Daemons
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====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Draught of Terror (1 CP):''' When one unit shoots or fights, the AP of their weapons is improved by 1. On top of that, this unit can re-roll to wound if the enemy is battle-shocked. *'''Daemonic Invulnerability (1 CP):''' One unit that get shot at can re-roll all invuln saves of 1. *'''The Realm of Chaos (1 CP):''' Taken from the Gray Knight's Teleport Strike Force detachment. At the end of the opponent's turn, place one unit not in engagement range, or two if both are within your Shadow of Chaos, into reserves to redeploy next turn. </tab> <tab name="Strategic Ploy"> *'''Corrupt Realspace (1 CP):''' During any command phase, you can corrupt one objective that you're already capping, not only making it always count as capped even when your units aren't next to it, but also making the area within 6" of it count as being under the Shadow of Chaos. Keep in mind that a battle-shocked unit has its OC set to 0, which means that it can't capture objectives- and, therefore, it'll remain controlled by you! *'''Denizens of the Warp (1 CP):''' When a unit deep strikes, they can arrive at least 3" away from an enemy. While they can't charge, consolidation is still in the cards for entering a fight. *'''Warp Surge (1 CP):''' A unit of daemons under your shadow can charge after advancing. Excellent for your Khornates and Slaaneshis, whom all live for charging into combat anyways. </tab> </tabs>
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