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====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Matchless Agility (1 CP):''' When one unit advances, they move a full additional 6" rather than rolling. *'''Lightning Fast Reactions (1 CP):''' In your opponent's Shooting phase you can provide a unit with a -1 to be hit buff. </tab> <tab name="Strategic Ploy"> *'''Bladestorm (1 CP):''' Sadly gone from standard Shuriken weapons. When a unit shoots, on a critical wound roll the AP for those weapons improves by 2. Fortunately, this is not locked to Shuriken weapons, and can be used by any Ranged weapon in the army. **Potentially very nasty on warp spiders, given they've basically got flamers now and pump out a decent volume of shots at AP0, which can benefit from -2AP the most. *'''Fire and Fade (2 CP):''' One non-{{W40kKeyword|Aircraft}} unit that isn't engaged can immediately make a normal move after shooting. While they can't run into a transport or charge after moving, it's still great for keeping your forces out of an open lane of fire. *'''Feigned Retreat (1 CP):''' One unit can shoot and charge after falling back. Expect to use it a lot, because these guys need every shot they can make. *'''Phantasm (1 CP):''' At the end of the enemy's movement phase, one unit can immediately move 7", though this can't be used to enter a transport and can't throw them into melee. It also blocks the unit from performing Heroic Interventions later on. So what is this for? Getting a squad away from incoming charges or shuffling Rangers into position to snipe away; mostly useful for keeping scary melee units out of charge range, so you can get at least another round of shooting into them before they can get to you. </tab> </tabs>
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