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====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Fields of Fire (2 CP):''' Pick one {{W40kKeyword|Platoon}} or {{W40kKeyword|Squadron}} unit during the shooting phase. After they fire, mark one enemy they shoot. The rest of your units that fire on this enemy improve their AP by 1 unless they're battle-shocked. </tab> <tab name="Epic Deed"> *'''Inspired Command (1 CP):''' One {{W40kKeyword|Officer}} unit that isn't battle-shocked can immediately issue an order during the enemy's Command phase. Great for throwing Take Cover right before someone can blow your units out of their hiding spot or Fix Bayonets for a round of fighting. </tab> <tab name="Strategic Ploy"> *'''Expert Bombardiers (1 CP):''' Pick one enemy unit visible to someone with a Vox-Caster. Any units that aren't battle-shocked gain +1 to hit the marked unit with any ''[Indirect Fire]'' guns for the phase. *'''Reinforcements! (2 CP):''' Whenever a unit dies, you can immediately throw an identical unit back into reserves so you can throw them on the next turn (attached characters not included). [[Commander Kubrik Chenkov|Chenkov's]] wisdom has managed to reach every commander's handbook. *'''Suppression Fire (1 CP):''' When an {{W40kKeyword|Infantry}} unit fires on an enemy unit that isn't a {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}}, that enemy takes a -1 to hit rolls until the end of their next turn. </tab> <tab name="Wargear"> *'''Armoured Might (2 CP):''' One {{W40kKeyword|Vehicle}} reduces the damage they take from any guns by 1. </tab> </tabs>
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