TEXT: Adeptus Astartes​ Tactics pg.82 
  If every model in your kill team has the ADEPTUS ASTARTES Faction keyword, you can use Adeptus Astartes Tactics 
   
  DEATH TO THE TRAITORS! - 1cp 
  - Use when you choose a model from your kill team to fight in the​ Fight phase​. Until the end of that phase, each time you 
  make a ​hit roll of 6+​ for that model and the target is a​ HERETIC ASTARTES ​model, you can immediately make an ​extra 
  attack​ against the ​same model​ using the ​same weapon​. These attacks cannot themselves generate any further attacks 
   
  ARMOUR OF CONTEMPT - 1cp 
  - Use when a model from your kill team ​suffers a mortal wound​. Roll a​ D6​ for that mortal wound, and each other mortal 
  wound suffered by that model for the ​rest of the phase​; on a​ 5+ the mortal wound is ignored​ and has no effect. 
   
  MASTERFUL MARKSMANSHIP - 1cp 
  - Use in the ​Shooting phase​ when you choose an​ INTERCESSOR​ from your kill team to shoot with a​ stalker bolt rifle​. 
  Until the end of that phase, you can ​add 1 to hit and wound rolls​ for that model. 
   
  HONOUR THE CHAPTER - 2cp 
  - Use at the ​end of the Fight phase​. Pick a model from your kill team it can ​immediately fight an additional time​. 
   
  HELLFIRE SHELLS - 2cp 
  - Use when you choose a model in your kill team to​ shoot with a heavy bolter​. You can only make a​ single hit roll​ for 
  the weapon this phase, however, if it hits, the ​target suffers D3 mortal wounds​ instead of the normal damage. 
   
  SHOCK AND AWE - 2cp 
  - Use when you declare a​ REIVER​ from your kill team will ​attempt to charge​. ​Before any Overwatch​ attacks are made, 
  you can ​make a single shooting attack​ using this model’s​ shock grenades​ against a target of the charge. If the attack 
  is successful, that ​target may not fire Overwatch​ this phase in addition to the normal effects of the grenade. 
   
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  BATTLE BROTHERS​ - 1cp​ (ss) 
  - Use ​after failing a saving throw​ for a model that is ​within 3” ​of ​another friendly ​model that is not shaken. ​No 
  damage ​is inflicted upon the target model ​but one friendly​ model of your choice that is​ within 3”​ of the target model and 
  not shaken suffers a ​number of mortal wounds ​equal to the​ Damage characteristic​ of the ​weapon ​used in the attack 
   
  ANGEL OF DEATH​ - 1cp​ (ss) 
  - Use ​after choosing a model​ that​ charged​ in this battle round to​ fight ​with.​ Add 1 ​to that model’s​ Attack ​characteristic 
  for this phase. 
   
  PSYCHOLOGICAL WARFARE - ​1cp​ ​(ss) 
  - Use ​at the start of the Morale phase​. Choose a​ REAVER​ from your kill team that​ took​ an​ enemy ​model ​out of action 
  in the​ preceding Fight ​phase and is not shaken.​ Add 1 ​to any ​Nerve tests​ made this phase for​ enemy ​models​ within 6" 
  of the model you chose. 
   
  ADAPTIVE STRATEGY - ​1cp​ ​(ss) 
  - Use​ as soon as your kill team is broken​. You immediately ​generate D3 Command Points​.  
   
  DEATH DENIED​ - 2cp​ ​(ss) 
  - Use ​when one of your models​ is taken​ out of action​. That model​ suffers a flesh wound instead​.  
   
  AUSPEX SCAN​ - 2cp​ ​(ss) 
  - Use ​when you choose a Readied model to shoot​ with. ​Ignore all negative hit modifiers​ for that model this phase.  
   
   
   
   
  
  Deathwatch​ Tactics pg.90 
  If every model in your kill team has the DEATHWATCH Faction keyword, you can use Deathwatch Tactics. 
   
  HELLFIRE SHELL - 1cp 
  - Use when you choose a model in your kill team to​ shoot with a heavy bolter​ or the profile of an​ infernus heavy 
  bolter​. You can only make a​ single hit roll ​with the weapon this phase (subtracting 1 as normal if also firing an infernus 
  heavy bolter’s heavy flamer), however, if it hits, the​ target suffers D3 mortal wounds​ instead of the normal damage. 
   
  DECAPITATION DOCTRINE - 1cp 
  - Use when a model from your kill team is chosen to attack in the ​Shooting or Fight phase​. Until the end of the phase, 
  re-roll failed wound rolls ​for that model that ​target an enemy Leader​. 
   
  ONLY IN DEATH DOES DUTY END - 2cp 
  - Use when a model from your kill team is​ taken out of action​; that model summons the strength for one final attack, and 
  can​ immediately either shoot​ as if it were your turn in the Shooting phase, ​or fight​ as if it were your turn in the Fight 
  phase. 
   
  RIVAL CHAPTERS - 2cp 
   - Use when a model from your kill team is chosen to attack in the ​Shooting​ or ​Fight phase​ while there is ​another model 
  from your kill team​ ​within 2"​ of it. Until the end of the phase,​ re-roll hit rolls of 1​ for both models. 
   
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  DEATH TO THE ALIEN!​ - 1cp ​(ss) 
  - Use when you ​chose a model ​in your kill team to​ fight ​in the ​fight phase​. ​Each time​ you make a ​hit roll of 5+​ for that 
  model during this phase, that model can, if it was targeting a model that ​does Not have​ the​ Imperium​, ​Chaos​ or 
  Unaligned​ keyword, immediately make an​ additional attack​ against the same model using the​ same weapon​. These 
  extra attacks cannot themselves generate any further attacks. 
   
  TACTICAL DISENGAGEMENT​ - 1cp ​(ss) 
  - Use ln the ​Movement phase​ when a model in your kill team ​Retreats​. That model may​ Retreat up to 6'​ rather than up 
  to 3', and ​may fire​ its weapons on the​ Shooting phase​ of this battle round even though it Retreated. 
   
  MY ARMOUR IS CONTEMPT​ - 1cp ​(ss) 
  - Use when ​a model​ from your kill team​ suffers a mortal​ wound. Roll a​ D6 ​for that mortal wound, and each other mortal 
  wound inflicted on this model for the rest of the phase, on a​ 5+​ that​ mortal​ wound is​ ignored and has no effect. 
   
  UNRELENTING​ - 1cp ​(ss) 
  - Use in the ​Shooting phase​ when you chose​ a model​ from your kill team to ​shoot​. When​ rolling to hit​ for this model’s 
  shooting attacks, it is considered​ not to have moved​ in the previous Movement phase. 
   
  PRIORITY EXECUTION​ - 1cp ​(ss) 
  - Use when you​ chose a model ​In your kill team to​ fight ​in the​ fight phase​.​ Add 1 ​to all ​wound rolls ​for that model until 
  the end of the phase  
   
  THE BEHEADING​ - 2cp ​(ss) 
  - Use ​at the start of the Fight phase​. Until the end of the phase, you  may ​re-roll hit rolls​ for​ any attacks​ that target an 
  enemy Leader 
   
   
   
   
   
   
   
   
   
  ...CONT’D 
  
  ….CONT’D 
   
   
  Deathwatch​ Tactics pg.90 
   
  ----------------------------------------------------------------------------------------------------------------------------------------------------------------- 
   
  Special Issue Ammunition​:  
  - When this model fires an ​auto bolt rifle​, ​bolt carbine​,​ bolt pistol​,​ bolt rifle​, ​boltgun​,​ combi-melta​ (boltgun profile 
  only), ​combiplasma​ (boltgun profile only), ​heavy bolt pistol​, ​stalker bolt rifle​ or ​stalker pattern boltgun​, you can 
  choose one kind of ammunition from the table and apply the corresponding modifier 
   
  SPECIAL ISSUE AMMUNITION ​PG.89 
  AMMUNITION 
  MODIFIER 
  Dragonfire bolt 
  +1 to hit rolls​ for this weapon when targeting a ​model that is obscured​. 
  Hellfire round 
  This weapon always ​wounds on a 2+ 
  Kraken bolt 
  Add 3"​ ​range ​of this weapon if it is a​ Pistol​ – or​ 6"​ ​otherwise​ – and improve the​ AP ​of the attack by 
  1​ (e.g. an AP of 0 becomes -1), to a ​maximum AP of -2 
  Vengeance round 
  Subtract 3" range​ of this weapon if itis a​ Pistol ​– or​ 6" otherwise ​– and improve the ​AP ​of the attack 
  by​ 2 ​(e.g. an AP of 0 becomes -2), to a​ maximum AP of -3 
   
  ----------------------------------------------------------------------------------------------------------------------------------------------------------------- 
   
   
   
   
  
  Grey Knights​ Tactics pg.94 
  If every model in your kill team has the GREY KNIGHTS Faction keyword, you can use Grey Knights Tactics 
   
  PSYBOLT AMMUNITION - 1cp 
   - Use when you choose a model in your kill team to ​shoot ​with a ​storm bolter​. The weapon’s ​Strength characteristic 
  is 5 ​and its​ Armour Penetration characteristic is -1​ until the end of the phase. 
   
  PSYCHIC CHANNELLING - 2cp 
  - Use when taking a ​Psychic test​ for a model from your kill team.​ Roll three dice​ rather than two and use the​ two 
  highest rolls​. 
   
  HONOUR THE CHAPTER - 2cp 
  - Use at the​ end of the Fight phase​. Pick ​a model​ from your kill team. That model can immediately ​fight an additional 
  time​. 
   
  HEED THE PROGNOSTICARS - 2cp 
   - Use at the ​start of the battle round​. Pick​ a model​ from your kill team and ​add 1 to its saving throws​ until the end of 
  the battle round. 
   
   
  
  Astra Militarum​ Tactics pg.100 
  if every model in your kill team has the ASTRA MILITARUM Faction keyword, you can use Astra Militarum Tactics 
   
  GET DOWN! - 1cp 
  - Use in your​ opponent’s​ turn in the​ Shooting phase​ when they choose ​a model from your kill team as a target​, and 
  your ​model is obscured​. Attacks that target that model in this phase ​suffer an additional -1​ penalty to their ​hit rolls 
   
  RESERVES OF COURAGE - 1cp 
  - Use at the ​start ​of your turn in the ​Morale phase​. Pick ​a model​ from your kill team that is required to take a Nerve test. 
  Roll a D3​ for that model rather than a D6 when taking the test 
   
  DEFENSIVE STAND - 2cp 
  - Use when a ​charge is declared​ against a model from your kill team. When that ​model fires Overwatch​ this phase, 
  they ​successfully hit​ on a roll of​ 5 or 6 
   
  CUNNING STRATEGY - 2cp 
  - Use after your​ Leader​ has​ issued an order​. Your Leader may​ immediately issue​ an ​additional order​. 
   
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  VENGEANCE FOR CADIA!​ - 1cp ​(ss) 
  - Use when you ​choose a model​ from your kill team to​ shoot or fire Overwatch​ and the target is a ​HERETIC 
  ASTARTES​ model. You can​ re-roll failed hit ​and ​wound rolls​ for your model against that HERETIC ASTARTES model  
   
  GRENADIERS​ - 1cp ​(ss) 
  - Use when you ​choose a model​ from your kill team to​ shoot ​in the ​Shooting phase​. You can use a ​Grenade weapon 
  that model is equipped with, ​even if another model​ from your kill team has already used a​ Grenade​ weapon this phase. 
  You can use this Tactic multiple times in the same phase  
   
  FIGHT TO THE DEATH!​ - 1cp ​(ss) 
  - Use ​before an Injury roll​ is made for a model from your kill team.​ Apply a -1​ modifier to the​ Injury roll.  
   
  RECONNAISSANCE PROTOCOLS​ - 1cp ​(ss) 
  - Use at the ​start of the first battle round​. Choose a​ MILITARUM TEMPESTUS​ model from your kill team that is on the 
  battlefield; that model can immediately​ make a normal move ​as if it were the Movement phase, but instead of moving up 
  to their Move characteristic they ​move up to 2D6" instead 
   
  ADRENAL SHOT​ - 1cp ​(ss) 
  - Use when​ a model​ from your kill team ​suffers a mortal wound​. Roll a ​D6​ for that mortal wound, and any other mortal 
  wound suffered by that model for the rest of the phase; on a​ 5+ ​the​ mortal wound is ignored ​and has no effect.  
   
  SIR, YES SIR!​ - 2cp ​(ss) 
  - Use after​ picking a model​ from your kill team to be​ affected by an order​. ​All models​ from your kill team ( other than 
  your kill team's Leader) ​within 3"​ of that model are​ also affected​ by the same order. ​You cannot use this Tactic in the 
  same battle round as the Cunning Strategy Tactic.  
   
   
   
   
   
   
   
   
   
   
   
   
  CONT’D... 
  
  ….CONT’D 
  Astra Militarum​ ​Tactics pg.100 
   
  ----------------------------------------------------------------------------------------------------------------------------------------------------------------- 
   
  Voice of Command​:  
  - ​Once per battle round​, if your ​Leader is on the battlefield and not shaken​, they can​ issue an orde​r to other 
  members of your kill team at the ​start​ of the ​Shooting phase​.  
  - To issue an order, pick ​another friendly ASTRA MILITARUM​ model (not shaken model) ​within 12" of your Leader 
  and choose which order you wish to issue from the list. ​A model may only be affected by one order per battle round 
   
  ASTRA MILITARUM ORDERS 
  ORDER 
  EFFECT 
  Take Aim! 
  Re-roll hit rolls of 1​ for the ordered model until the end of the phase. 
  Bring it Down! 
  Re-roll wound rolls of 1​ for the ordered model until the end of the phase. 
  Forwards, for the Emperor! 
  The ordered model ​can shoot even if it Advanced​ in the previous Movement phase. 
  Get Back in the Fight! 
  The ordered model ​can shoot this phase, even if it Fell Back​ in the Movement phase. 
  Move! Move! Move! 
  Instead of shooting​ this phase, the ordered model​ immediately makes an Advance 
  move ​as if it were the Movement phase. 
  Fix Bayonets! 
  This order can only be​ issued to a model within 1" of an enemy model.​ The ordered 
  model immediately fights ​as if it were the Fight phase. 
   
  ----------------------------------------------------------------------------------------------------------------------------------------------------------------- 
   
   
   
  
  Adeptus Mechanicus​ Tactics pg.107 
  if every model in your kill team has the ADEPTUS MECHANICUS Faction keyword, you can use Adeptus Mechanicus Tactics 
   
  DUNESTRIDER - 1cp 
  - Use in the ​Movement phase ​when a model from your kill team ​Advances​. ​Roll two dice and pick​ which result to use 
  when making the Advance roll 
   
  GLORIA MECHANICUS - 1cp 
  - Use ​after determining which Canticle of the Omnissiah​ is in effect this battle round. ​Randomly​ determine a Canticle 
  of the Omnissiah – ​that Canticle is in effect instead​. 
   
  CONQUEROR DOCTRINA IMPERATIVE - 2cp 
  - Use when you​ choose a model ​in your kill team to ​fight in the Fight phase​.​ Add 1 to hit rolls​ for the model until the 
  end of the phase. ​If ​the model is ​within 6" of a friendly model equipped​ with an ​enhanced data-tether​, you can ​add 2 
  to the hit rolls ​instead 
   
  PROTECTOR DOCTRINA IMPERATIVE - 2cp 
  - Use  when you ​choose a model​ in your kill team to ​shoot in the Shooting phase​. ​Add 1​ to hit rolls for the model until 
  the end of the phase. If the model is ​within 6" of a friendly model equipped​ with an ​enhanced data-tether​, you can 
  add 2​ to the hit rolls ​instead​. 
   
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  TRANSONIC ATTUNEMENT​ - 1cp ​(ss) 
  - Use in the ​Fight Phase​ when ​a model​ from your kill team ​armed​ with ​Transonic blades​, a ​Transonic razor​ or a 
  Chordclaw ​is chosen to ​attack​. Until the end of phase, ​add 1 to wound rolls​ for attacks made by that model with any of 
  these weapons. 
   
  STABILISATION ACTUATORS​ - 1cp ​(ss) 
  - Use​ before you take a Falling test ​for a model from your kill team. You can ​re-roll the dice​ when taking​ this test​ and 
  when taking​ any further Falling tests ​for that model in ​this battle round 
   
  AUTO-TRACKING SOFTWARE
  ​ - 1cp ​(ss) 
  - Use in the ​Movement phase​ when an ​opponent declares a charge​ against a model from your kill team. When that 
  model fires Overwatch​ this phase they ​successfully hit on a roll of 5 or 6. 
   
  OPTIMAL CONDITIONS​ - 1cp ​(ss) 
  - Use at the ​start of the Movement phase​.​ Add 1 to charge rolls​ made for models in your kill team until end of the 
  phase 
   
  SCRYER-SKULL​ - 1cp ​(ss) 
  - Use at the ​start of the Movement phase​ if an ​opponent picked the Plant Traps strategy​ in the ​Scouting phase​. 
  Pick a piece of terrain within 6” of your Leader​. Your ​opponents must reveal​ to you whether or not they have 
  booby-trapped ​that piece of terrain 
   
   
   
   
   
   
   
   
   
   
   
   
   
  CONT’D... 
  
  ….CONT’D 
  Adeptus Mechanicus​ Tactics pg.107 
   
  ----------------------------------------------------------------------------------------------------------------------------------------------------------------- 
   
  Canticles of the Omnissiah​: 
  - At the ​start of each battle round​, pick which Canticle of the Omnissiah from the table is in ​effect until the end of the 
  battle round​. The​ same Canticle may not be picked twice​ during the ​same battle​. 
  OR​, you can ​randomly determine​ which Canticle of the Omnissiah is in effect by rolling a​ D6​ and consulting the table. 
  Note, if you randomly determine a Canticle, it takes effect even if the same Canticle has been in effect earlier in the battle 
   
  CANTICLES OF THE OMNISSIAH TABLE 
  D6 
  CANTICLE 
  EFFECT 
  1 
  Incantation of the Iron Soul 
  You can​ re-roll failed Nerve tests​ for models in your kill team. 
  2 
  Litany of the 
  Electromancer 
  Roll a​ D6 for each enemy​ model ​within 1"​ of any models in your kill team at the 
  start of the Fight phase​. On a ​6​, that enemy model suffers ​1 mortal ​wound. 
  3 
  Chant of the Remorseless 
  Fist 
  Re-roll hit rolls of 1​ for models in your kill team in the ​Fight phase​. 
  4 
  Shroudpsalm 
  When ​enemy​ player makes a​ hit roll ​for ​shooting attack​ that targets a model from 
  your kill team, & that model is​ obscured​, the hit roll suffers an ​additional -1 ​modifier 
  5 
  Invocation of Machine 
  Might 
  Add 1 ​to the ​Strength characteristic​ of models in your kill team 
  6 
  Benediction of the 
  Omnissiah 
  Re-roll hit rolls of 1​ for models in your kill team in the ​Shooting phase 
   
   
  ----------------------------------------------------------------------------------------------------------------------------------------------------------------- 
   
   
   
  
  Heretic Astartes​ Tactics pg.115 
  If every model in your kill team has the HERETIC ASTARTES Faction keyword, you can use Heretic Astartes Tactics 
   
  VETERANS OF THE LONG WAR - 2cp 
  - Use when a ​CHAOS SPACE MARINE​ model from your kill team is​ chosen to attack​ in the ​Shooting​ or​ Fight phase​. 
  You can​ add 1 to wound rolls​ for the model’s attacks that​ target IMPERIUM​ models until the end of the phase 
   
  DAEMON SPIRIT - 2cp 
  - Used at the ​end of the Movement phase​. Pick an ​enemy model within 1"​ of your​ Leader ​and roll a​ D6​. On a ​4+​ that 
  enemy model suffers ​1 mortal​ wound 
   
  FURY OF KHORNE - 2cp 
  - Use at the ​end of the Fight​ phase. Pick a​ KHORNE ​model from your kill team that is ​within 1"​ of an​ enemy​ model – 
  your model can​ immediately fight again 
   
  BESEECH THE GODS - 2cp 
  - Use at the ​start of the first battle round​. Pick​ a model​ from your kill team and roll a​ D6​. On a​ 1 ​that model is found 
  unworthy and ​suffers D3 mortal​ wounds. On a ​2+ add 1 to hit and wound rolls​ for the model until the end of the battle. 
  You can only use this Tactic ​once per battle​. 
   
   
    
   
   
  
  Death Guard​ Tactics pg.121 
  If every model in your kill team has the DEATH GUARD Faction keyword, you can use Death Guard Tactics.  
   
  NURGLE’S GIFT - 1cp 
  - Use after a​ POXWALKER​ from your kill team takes an​ enemy model out of action​ in the​ Fight​ phase. Roll a ​D6​. On a 
  4+​ you may ​set up a new Poxwalker within 1"​ of the Poxwalker that ​made the attack​. The new Poxwalker is treated as 
  a member of your kill team, but is not part of a fire team (pg 204) and is not added to your command roster. 
   
  PUTRID SPLATTER - 2cp 
  - Use when​ a model​ from your kill team​ loses a wound ​in the​ Fight phase​. Roll a ​D6​ for each​ enemy model within 1" 
  of that model. On a​ 6​ that enemy model ​suffers 1 mortal​ wound after all of its attacks have been resolved. 
   
  VETERANS OF THE LONG WAR - 2cp 
  - Use when a ​PLAGUE MARINE​ model from your kill team is ​chosen to attack​ in the ​Shooting​ or ​Fight phase​. You can 
  add 1 to wound rolls​ for the model’s attacks that​ target IMPERIUM​ models until the end of the phase. 
   
  NURGLING INFESTATION - 2cp 
  - Use at the​ end of the Movement phase​. Pick an ​enemy​ model​ within 1" of your Leader​ and roll a ​D6​. On a ​4+​ that 
  enemy​ model ​suffers 1 mortal​ wound. 
   
  CLOUD OF FLIES - 2cp 
  - Use at the​ end of the Movement phase​. Pick ​a model ​from your kill team. ​Until the end of the battle round​,​ enemy 
  models ​can only shoot​ that model​ if it is the closest target visible​ to them. 
   
  GRANDFATHER’S BLESSING - 2cp 
  - Use at the ​start of the first battle round​. Pick ​a model​ from your kill team and roll a​ D6​. On a​ 1 ​that model is found 
  unworthy and ​suffers D3 mortal ​wounds. On a​ 2+ add 1 to hit and wound rolls ​for the model until the end of the battle. 
  You can only use this Tactic ​once per battle 
   
   
   
  
  Thousand Sons​ Tactics pg.127 
  If every model in your kill team has the THOUSAND SONS Faction keyword, you can use Thousand Sons Tactics. 
   
  MALICIOUS FAMILIAR - 1cp 
  - Use at the ​end of the Movement phase​. Pick an ​enemy​ model​ within 1"​ of your ​Leader​ and roll a ​D6​. On a ​4+​ that 
  enemy model ​suffers 1 morta​l wound. 
   
  HUNGERING WARPFLAME - 1cp 
  - Use in the ​Shooting phase ​when you choose ​a model ​in your kill team to ​shoot ​with a​ warpflamer​ or ​warpflame 
  pistol.​ Until the end of the phase, you can ​roll two dice​ when determining the​ number of attacks​ made by that weapon 
  and ​pick the highest​ result 
   
  SORCEROUS FOCUS - 2cp 
  - Use at the ​start of your turn​ in the ​Psychic phase​. Pick a ​PSYKER​ model from your kill team that is ​within 2"​ of at 
  least ​two other models​ from ​your kill team​. ​Add 6"​ to the​ range​ of this model’s​ Psybolt ​psychic power until the end of 
  the phase 
   
  VETERANS OF THE LONG WAR - 2cp 
  - Use when a​ RUBRIC MARINE​ model from your kill team is ​chosen​ to ​attack​ in the ​Shooting ​or​ Fight phase​. You can 
  add 1​ to​ wound rolls​ for the model’s attacks that​ target IMPERIUM​ models until the end of the phase 
   
  IMMOVABLE AUTOMATON - 2cp 
  - Use when a ​Rubric Marine​ or ​Rubric Marine Gunner​ from your kill team is ​taken out of action​. Roll a​ D6​. On a​ 4+ 
  that model​ suffers a flesh wound instead​. 
   
  CYCLE OF SLAUGHTER - 2cp 
  - Use at the ​end of the Fight phase​. Pick a ​TZAANGOR ​from your kill team – that model ​can immediately fight an 
  additional time​. 
   
   
   
   
   
  
  Asuryani​ Tactic​s pg.134 
  If every model in your kill team has the ASURYANI Faction keyword, you can use Craftworlds Tactics. 
   
  MATCHLESS AGILITY - 1cp 
  - Use in the ​Movement phase​ when a model from your kill team ​Advances​.​ Add 6"​ to the model's Move characteristic 
  for that Movement phase ​instead of rolling​ a dice 
   
  FEIGNED RETREAT - 1cp 
  - Use ​after a model​ from your kill team ​Falls Back​. That model can ​still shoot​ this battle round. 
   
  FIRE AND FADE - 1cp 
  - Use ​after a model​ from your kill team ​shoots​ in the Shooting phase. The model can immediately ​make a normal move 
  of up to 7"​ as if it were the Movement phase. 
   
  ASURMEN'S BLESSING - 1cp 
  - Use when you choose a ​DIRE AVENGER​ from your kill team to ​shoot ​in the Shooting phase. You can ​re-roll failed hit 
  rolls for that model until the end of the phase. 
   
  PHANTASM - 2cp 
  - Use at the ​beginning of the first battle round​. Pick ​a model​ from your kill team and ​set it up again​, anywhere in your 
  deployment zone 
   
  RUNE OF YNNEAD - 2cp 
  - Use when ​a model​ from your kill team is​ taken out of action.​ Roll a ​D6​. On a ​4+​ that model ​suffers a flesh wound 
  instead​. 
   
   
   
  
  Drukhari Tactics​ pg.142 
  if every model in your kill team has the DRUKHARI Faction keyword, you can use Drukhari Tactics. 
   
  FIRE AND FADE - 1cp 
  - Use​ after a model​ from your kill team ​shoots​ in the ​Shooting phase​. The model can immediately​ make a normal 
  move of up to 7"​ as if it were the Movement phase. 
   
  CRUEL DECEPTION - 1cp 
  - Use after​ a model ​from your kill team​ Falls Back​. That model can​ still shoot​ this battle round. 
   
  PRAY THEY DON'T TAKE YOU ALIVE - 2cp 
  - Use if​ a model ​from your kill team takes an ​enemy Leader out of action​ in the ​Fight​ phase. For the remainder of the 
  battle, models in that enemy Leader's kill team must ​subtract 1​ from their​ Leadership​ characteristic. 
   
  TORMENT GRENADE - 2cp 
  - Use when you​ choose a model ​in your kill team to ​shoot​ with a​ phantasm grenade launcher​. If an​ enemy​ model is 
  hit ​by any attacks made with that weapon this phase, then, in​ addition ​to the normal effects, roll​ 3D6​. If the result is 
  higher​ than the​ target's Leadership​ characteristic, it​ suffers 1 mortal​ wound. 
   
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
   
  BLOODIES GRACE​ - 1cp ​(ss) 
  - Use when a WYCH from your kill team would consolidate as part of fighting in the Fight phase. You may move them up 
  to 6" instead of up to 3".  
   
  HUNT FROM THE SHADOWS​ - 1cp ​(ss) 
  - Use when a model from your kill team is chosen as the target of an enemy  attack in the Shooting phase and it is 
  obscured. Until the end of the phase, add 1 to that model's saving throws. 
   
  ARCHITECT OF PAIN​ - 1cp ​(ss) 
  - Use at the start of the battle  round. Choose a model from your kill team that has the Power From Pain ability. Until the 
  end of the battle round, that model  treats the current battle round as being 1 higher than it actually is when determining 
  what bonuses it gains from the Power From Pain table.  
   
  LIGHTNING-FAST REACTIONS​ - 1cp ​(ss) 
  - Use when a model from your kill team is chosen as the target of an enemy attack in the Shooting or Fight phase. Your 
  opponent(s) must subtract 1 from hit rolls that target this model for the rest of the phase. 
   
  HYPERSTIMM​ - 1cp ​(ss) 
  - Use at the start of the battle round. Choose a model from your kill team that has the Combat Drugs ability. Until the end 
  of the battle round, the bonus that model receives from its Combat Drugs is doubled. At the end of the battle round, roll a 
  D6. If you roll a 1, the model suffers a mortal wound. 
   
  MURDEROUS RIVALRY​ - 2cp ​(ss) 
  - Use at the start of the Hammer of Wrath section of the Fight phase. The: first time it is your turn to choose a model that 
  charged to fight with, you may Instead choose two models from your kill team that ended their charge moves within 4" of 
  each other. You may resolve both models' attacks before any other player chooses a model to fight with. 
   
   
   
   
   
   
   
   
   
   
   
  CONT’D... 
   
   
  
  ...CONT’D 
  Drukhari Tactics​ pg.142 
  ----------------------------------------------------------------------------------------------------------------------------------------------------------------- 
   
  Power From Pain​:  
  - Models with this ability ​gain a bonus​ depending upon ​which battle round​ it is, as shown in the table below. Note that 
  all bonuses are cumulative​;​ for example, in the second battle round, the model ignores wounds on a roll of 6, and you 
  can re-roll the dice when determining how far the model Advances or charges 
   
  POWER FROM PAIN 
  BATTLE 
  ROUND 
  BONUS 
  EFFECT 
  1 
  Inured to Suffering 
  Roll a​ D6​ each time this model​ loses a wound​; on a 6 that wound is not lost 
  2 
  Eager to Flay 
  You can ​re-roll​ the dice when determining how far this model moves when it 
  Advances​ or ​charges​. 
  3 
  Flensing Fury 
  Add 1​ to ​hit rolls​ for this model in the​ Fight phase. 
  4 
  Emboldened by Bloodshed 
  Re-roll failed Nerve​ tests for this model. 
  5+ 
  Mantle of Agony 
  Subtract 1​ from the ​Leadership​ characteristic of​ enemy​ models that are 
  within 6" ​of any models from your kill team with this bonus 
   
  ----------------------------------------------------------------------------------------------------------------------------------------------------------------- 
   
  Combat Drugs:  
  - Models with this ability,​ before the battle​, roll on the table below to see which combat drug your kill team is using. This 
  bonus applies to ​all models in your kill team​ with the​ Combat Drugs ability 
   
  COMBAT DRUGS 
  D6 
  BONUS 
  EFFECT 
  1 
  Adrenalight 
  +1​ to ​Attacks ​characteristic 
  2 
  Grave Lotus 
  +1​ to ​Strength​ characteristic 
  3 
  Hypex 
  +2​ to ​Move​ characteristic 
  4 
  Painbringer 
  +1​ to ​Toughness​ characteristic 
  5 
  Serpentin 
  +1​ to ​Weapon Skill​ characteristic (e.g. WS 3+ becomes WS 2+) 
  6 
  Splintermind 
  +2​ to ​Leadership​ characteristic 
   
   
  ----------------------------------------------------------------------------------------------------------------------------------------------------------------- 
  
   
  Harlequins Tactics​ pg.148 
  If every model in your kill team has the HARLEQUINS Faction keyword, you can use Harlequins Tactics 
   
  PRISMATIC BLUR - 1cp 
  - Use in the ​Movement phase​ when a model from your kill team ​Advances​. That model has a ​3+ invulnerable save 
  until the start of the next battle round. 
   
  WARRIOR ACROBATS - 1cp 
  - Use in the​ Movement phase​ when a model from your kill team ​Advances​. ​Add 6" ​to the model's Move characteristic 
  for that Movement phase​ instead of rolling​ a dice 
   
  FIRE AND FADE - 1cp 
  - Use ​after a model ​from your kill team ​shoots ​in the ​Shooting phase​. The model can immediately ​make a normal 
  move of up to 7" ​as if it were the Movement phase. 
   
  MIRTHLESS HATRED - 1cp 
  - Use when​ a model​ from your kill team is ​chosen to Fight​. ​Re-roll failed hit rolls​ and ​failed wound rolls ​for this 
  model's ​attacks​ that target ​SLAANESH ​models until the end of the phase. 
   
  CEGORACH'S JEST - 2cp 
  - Use ​after an enemy​ model has ​Fallen Back​ from a model from your kill team. Provided ​no other enemy​ models are 
  within 1"​ of your model, it ​can shoot​ at the model that Fell Back as if it were the Shooting phase. 
   
  WAR DANCERS - 2cp 
  - Use at the ​end of the Fight phase​. Pick ​a model​ from your kill team that has ​already fought ​this phase. That model 
  can immediately ​fight an additional time 
   
   
   
  
  Necrons Tactics​ pg.153 
  If every model in your kill team has the NECRONS Faction keyword, you can use Necrons Tactics​. 
   
  DISRUPTION FIELDS - 1cp 
  - Use when you ​choose a model​ in your kill team to ​fight ​in the​ Fight phase​.​ Increase ​the ​Strength ​characteristic of 
  that model ​by 1​ until the end of the phase. 
   
  TARGETING ROUTINES - 1cp 
  - Use when you ​choose a model​ in your kill team to ​shoot​ in the ​Shooting phase​. ​Add 1​ to ​hit rolls​ for that model 
  against ​targets​ which are ​obscured. 
   
  FLENSING FURY - 1cp 
  - Use when you choose a​ FLAYED ONE​ in your kill team to​ fight​ in the ​Fight phase​. Until the end of the phase, each 
  time you make a​ wound of 6+​ for that model’s ​flayer claws​, ​add 1​ to the ​Damage​ characteristic of the weapon for that 
  attack. 
   
  PRIME REANIMATION PROTOCOLS - 2cp 
  - Use when an ​Injury roll​ is made for a model from your kill team. Roll an ​additional dice​ and apply the​ lowest result​. 
   
  MINDSHACKLE SCARABS - 2cp 
   - Use at the​ start of the Shooting phas​e. Pick an​ enemy​ model​ within 6"​ of a model from your kill team and roll​ 2D6​. If 
  the result is ​higher​ than the ​enemy​ model’s​ Leadership​ characteristic, you can immediately make a​ shooting attack 
  with one of​ that model’s ranged weapons​ as if it were a model from your kill team. 
   
  OVERCHARGED DISINTEGRATION - 2cp 
  - Use in the ​Shooting phase​ when you choose a model in your kill team to​ shoot ​with a ​gauss flayer​ or ​gauss blaster​. 
  Improve​ the​ Armour Penetration​ characteristic of that weapon by​ 1 ​until the end of the phase (e.g. AP-1 becomes AP-2, 
  AP-2 becomes AP-3). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Ork Tactics​ pg.161 
  If every model in your kill team has the ORKS Faction keyword, you can use Orks Tactics 
   
  KRUMP ’EM! - 1cp 
  - Use when you​ choose a model​ in your kill team to​ fight ​in the ​Fight phase​. ​Increase​ the ​Strength​ characteristic of 
  that model ​by 1​ until the end of the phase. 
   
  DAKKA DAKKA DAKKA - 1cp 
  - Use ​after a model​ from your kill team​ shoots ​in the ​Shooting phase​. You can immediately ​shoot an additional time 
  with that model. 
   
  GROT SHIELD - 2cp 
  - Use at the ​start of the Shooting phase​. Pick​ a model ​from your kill team that is ​within 2" ​of a​ GRETCHIN​ model. Until 
  the ​end of the phase​, while​ that Gretchin​ model is on the battlefield, ​any attacks ​which target the ​chosen model​ are 
  resolved ​against ​that ​Gretchin​ model ​instead​. 
   
  GNASHER SQUIG - 2cp 
  - Use at the ​start of the Fight phase​. Pick an ​enemy​ model that is​ within 1"​ of any of ​your models​ and roll a​ D6​. On a 
  4+​, that enemy model ​suffers 1 mortal ​wound. 
   
  JUST A FLESH WOUND - 2cp 
  - Use when ​a model​ from your kill team is ​taken out of action.​ Roll a​ D6.​ On a ​4+​ that model suffers a ​flesh wound 
  instead. 
   
  MEK’S SPECIAL STIKKBOMB - 2cp 
  - Use when you ​choose a model​ from your kill team to ​attack​ with a ​stikkbomb​. Until the end of the phase, ​change​ the 
  weapon’s ​type​ to ​Grenade D3​ and ​add 1​ to its ​Strength ​and ​Damage​ characteristics. 
   
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  DEAD ‘ARD​ - 1cp ​(ss) 
  - Use when​ a model​ from your kill team ​suffers a mortal ​wound. Roll a ​D6​ for that mortal wound, and each other mortal 
  wound suffered by that model for the ​rest of the phase​: on a​ 5+ ​the mortal wound is​ ignored ​and has no effect. 
   
  ‘ERE WE GO, ‘ERE WE GO!​ - 1cp ​(ss) 
  - Use ​after making a charge​ ​roll ​for one of your models. ​Re-roll one of the dice. 
   
  PYROMANIAK​ - 1cp ​(ss) 
  - Use when​ you chose a model ​to​ shoot ​with a​ burner.​ The burner​ makes D6 attacks​ instead of D3 this phase 
   
  INDISCRIMINATE DAKKA​ - 1cp ​(ss) 
  - Use ​after firing Overwatch​ with ​one ​of your models. You can immediately​ fire Overwatch again​. 
   
  WAAAGH!​ - 2cp ​(ss) 
  - Use when it is ​your turn to move​ in the ​Movement phase​ and your​ Leader​ is on the Battlefield and not shaken. For 
  the duration of that phase, ​add 1” ​to the ​Move​ characteristics of​ all models​ in your kill team, and ​add 1 ​to their ​Advance 
  and ​Charge​ rolls.  
   
  ITCHIN’ FOR A FIGHT!​ - 2cp ​(ss) 
  - Use when you​ choose a model ​in your kill team to ​fight ​in the​ fight phase​. You can make ​one additional attack​ with 
  that model ​for each enemy model within 1”​ of it. 
   
  
   
  T’au Empire​ Tactics pg.169 
  if every model in your kill team has the T’AU EMPIRE Faction keyword, you can use T’au Empire Tactics. 
   
  RECON SWEEP - 1cp 
  - Use in the ​Shooting phase​ when you pick a​ PATHFINDER​ from your kill team to​ shoot.​ ​Instead​ of shooting, that 
  model can immediately​ make a ​normal​ move​ as if it were the Movement phase, but instead of moving up to their Move 
  characteristic they ​move up to 2D6"​. 
   
  STIMULANT INJECTOR - 1cp 
  - Use when ​a model​ from your kill team (​other than a DRONE​)​ loses a wound​. Roll a ​D6​ for that wound, and each other 
  wound lost by that model for the rest of the phase; on a​ 5+ ​that​ wound is not lost. 
   
  BREACH AND CLEAR - 1cp 
  - Use in your turn in the​ Shooting phase​, when a ​FIRE WARRIOR BREACHER​ from your kill team ​targets an enemy 
  model that is ​obscured.​ ​Re-roll failed wound rolls​ made for the FIRE WARRIOR BREACHER against that enemy 
  model until the end of this phase. 
   
  UPLINKED MARKERLIGHT - 2cp 
  - Use​ after an enemy ​model has been ​hit by a markerlight​ fired by a model from your kill team.​ Place D3+1 
  markerlight ​counters next to that model​ instead of only 1. 
   
   
  ----------------------------------------------------------------------------------------------------------------------------------------------------------------- 
   
  Markerlights:  
  - If a model fires a markerlight,​ it cannot fire ​any​ other weapons​ in that phase.  
  - When a model is hit by a markerlight, place a counter next to it for the remainder of the phase.  
  - The table below describes the benefits models from your kill team receive when shooting at a model that has markerlight 
  counters. ​All benefits are cumulative 
   
  MARKERLIGHT TABLE 
  MARKERLIGHTS 
  BENEFIT 
  1 
  You can ​re-roll hit rolls of 1​ for attacks that target this model. 
  2 
  Add 1​ to ​hit rolls ​for attacks that target this model if it is ​obscured​. 
  3 
  Models attacking this model ​do not suffer the penalty​ for moving and ​firing​ ​Heavy 
  weapons​ or ​Advancing ​and​ firing Assault ​weapons 
  4+ 
  Add 1​ to​ hit rolls​ for ​attacks​ that target this model. 
   
   
   
   
   
   
   
   
   
  
  Tyranids Tactics​ ​pg.177 
  If every model in your kill team has the TYRANIDS Faction keyword, you can use Tyranids Tactics. 
   
  CAUSTIC BLOOD - 1cp 
  - Use this Tactic when​ a model ​from your kill team​ loses a wound​ in the ​Fight phase​. Roll a ​D6​ for​ each​ ​enemy​ model 
  within 1"​ of that model. On a ​6​ that ​enemy​ model suffers​ 1 mortal ​wound after all of its attacks have been resolved. 
   
  SCORCH BUGS - 1cp 
  - Use this Tactic when a ​Termagant​ with a​ fleshborer ​from your kill team is chosen to ​shoot​ in the ​Shooting phase​. 
  Add 1​ to​ wound rolls​ for that model until the end of the phase. 
   
  LURK - 1cp 
  - Use this Tactic in the ​Movement phase​. Pick ​a model ​from your kill team that has ​not yet moved​. That model ​may not 
  move this phase​, but for the rest of the battle round,​ if this model is obscured​, ​shooting attacks​ that target this model 
  suffer an​ additional -1 ​modifier to their ​hit rolls​. 
   
  FEEDER TENDRILS - 1cp 
  - Use this Tactic when a​ GENESTEALER​ or ​LICTOR​ from your kill team takes an ​enemy Leader out of action​ in the 
  Fight phase​. ​Gain D3 Command Points​. 
   
  METABOLIC OVERDRIVE - 2cp 
  - Use this Tactic in the ​Movement phase​, after moving a model from your kill team. You can ​make a second move​ with 
  that model, but if you do, the model ​cannot shoot​ this battle round. In addition, roll a ​D6​; on a ​1​ the model suffers​ 1 
  mortal ​wound. 
   
  HUNTING ROAR - 2cp 
  - Use this Tactic when a ​TYRANID WARRIOR​ from your kill team​ finishes a charge​ move​ within 1"​ of any enemy 
  models. You can​ re-roll failed hit rolls​ for models from your kill team ​within 6" ​of that ​Tyranid Warrior​ in the ​Fight 
  phase ​in this battle round. 
   
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  PREDATORY LEAP ​- 1cp​ (ss) 
  - Use ​before making a charge roll​ for a model from your kill team. ​Treat​ that model as if it could​ FLY​ when making its 
  charge move.  
   
  LEGACY OF YMGARL ​- 1cp​ (ss) 
  - Use when you choose a​ GENESTEALER​ in your kill team to ​fight ​in the​ Fight phase​.​ Re-roll failed wound rolls​ for 
  that model until the end of the phase.  
   
  SINGLE-MINDED ANNIHILATION ​- 1 or 2cp​ (ss) 
  - Use ​after a model ​from your kill team ​shoots ​in the​ Shooting phase​. You can immediately ​shoot an additional time 
  with that model. This Tactic ​costs 1 Command Point to use, ​or​ 2 Command Points if used on a TYRANID WARRIOR​.  
   
  IMPLANT ATTACK ​- 2cp​ (ss) 
  - Use​ before an Injury roll​ is made ​for an enemy​ model that was​ reduced to 0 wounds​ by a model from your Kill Team 
  in the​ Fight phase​. Apply a​ + 2 modifier ​to the​ Injury roll.  
   
  RAPID REGENERATION ​- 2cp​ (ss) 
  - Use when ​a model ​from your kill team is taken​ out of action​. Roll a​ D6​. On a​ 4+​ that model is treated as if it had 
  suffered a​ flesh wound instead​.  
   
  ADRENALINE SURGE ​- 2cp​ (ss) 
  - Use at the ​end of the Fight phase​. Pick a model from your kill team. That model can immediately​ fight an additional 
  time.  
   
  
  Genestealer Cultists​ ​Tactics pg.185 
  If every model in your kill team has the GENESTEALER CULTS Faction keyword, you can use Genestealer Cults Tactics 
   
  STRENGTH OF FAITH - 1cp 
  - Use when ​a model​ from your kill team ​suffers a mortal wound​ in the​ Psychic phase​. Roll a ​D6​ for that mortal wound, 
  and each other mortal wound suffered by that model until the end of the phase. On a roll of​ 5+​ that​ wound is ignored 
  and has no effect. 
   
  INDUSTRIAL BRUTALITY - 1cp 
  - Use ​after making attacks​ with a model ​armed​ with a ​heavy rock drill​, ​heavy rock saw​ or​ heavy rock cutter ​in the 
  Fight phase​. Roll a ​D6​. On a ​4+​ that model may​ immediately fight again 
   
  UNNATURAL SENSES - 1cp 
  - Use when​ a model​ from your kill team is ​declared​ as a ​target of a charge​. That model ​may fire Overwatch​ at the 
  charging model, ​even​ if the charging model is ​not visible​ to it. The target is treated as​ obscured​. 
   
  INHUMAN REFLEXES - 1cp 
  - Use when​ a model​ from your kill team​ fails a Falling test​. It ​doesn’t suffer falling damage​, and ​won’t fall​ on ​another 
  model​. If it would, instead place this model as close as possible to the point where it would have landed. This can bring it 
  within 1" of an enemy model. 
   
  DENSITY ANALYSIS LENSES - 2cp 
  - Use when you​ choose a model​ in your kill team to ​shoot​ in the ​Shooting phase​. ​Add 1 to hit rolls​ for that model 
  against targets which are ​obscured​. 
   
  FRENZIED HAMMERING - 2cp 
  - Use when an ​ABERRANT ​from your kill team ​armed ​with a​ power hammer​ attacks in the ​Fight phase​. ​Increase​ that 
  model’s ​Attacks ​characteristic by​ D3 ​until the end of the phase, but ​subtract 1​ from ​hit rolls​ for that model’s attacks until 
  the end of the phase. 
   
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .  
   
  MESMERISING BAZE​ - 1cp​ (ss) 
  - Use at the​ beginning of the Fight phase​. Pick an ​enemy​ model​ within 1” ​of a model from your kill team and ​roll​ a 
  dice. On a​ 4+ subtract 1 ​from​ that model’s Attack ​characteristic (to a minimum of 1) until the end of phase. 
   
  ACIDIC SPIT​ - 1cp​ (ss) 
  - Use at the ​beginning of the Shooting​ phase. Pick an ​enemy ​model​ within 1”​ of a model from your kill team and roll a 
  dice. On a ​5+ ​that enemy model​ suffers 1 mortal​ wound. 
   
  TOXIN GLAND​ - 1cp​ (ss) 
  - Use when you pick a​ HYBRID METAMORPH​ from your kill team to​ fight ​in the ​Fight phase​. ​Add 1​ to​ wound rolls​ for 
  that model’s ​rending claw​ or​ metamorph talon​ until the end of phase 
   
  RAISE THE ICON​ - 1cp​ (ss) 
  - Use at the ​start of the Fight phase​. Pick​ a model​ from your kill team​ equipped ​with a ​cult icon​. ​Increase​ the​ range​ of 
  that models​ Cult Icon​ ability to ​12” ​until the end of the phase. 
   
  I LIKE TO KEEP THIS HANDY...​ - 1cp​ (ss) 
  - Use at the ​start of the Shooting phase​. Pick ​a model ​from your kill team ​armed​ with a​ shotgun​. ​Change the 
  shotgun’s Type to Pistol 2 ​until the end of phase 
   
  SEISMIC BLAST​ - 2cp​ (ss) 
  - Use when you ​chose a model ​in your kill team to​ shoot ​with the ​short-wave profile​ of a​ seismic cannon​. If an attack 
  for the weapon ​hits​, ​roll a dice​ for​ each other model within 2” ​of the target model. On a​ 5+ that model is shaken​. 
  
  Universal​ tactics pg.65 
  All Kill Teams can use these Tactics 
   
  TACTICAL RE-ROLL - 1cp 
  - ​Re-roll​ a ​single Advance roll​, ​charge roll​, ​Psychic test​,​ Deny the Witch test​, ​hit roll​, ​wound roll​, ​saving throw​, 
  Injury rol​l or ​Nerve test​. 
   
  DECISIVE MOVE - 1cp 
  - Use at the ​start of the Movement phase​. Pick​ a model​ from your kill team and​ make a move​ with it ​before any other 
  models​ (​including an Advance move, Fall Back move or charge attempt if you wish​). If another player uses this Tactic, 
  roll off: the winner goes first. 
   
  INSANE BRAVERY - 1cp 
  - Use​ before taking any Nerve tests​ in the​ Morale phase​. You can ​automatically pass​ a ​single Nerve test ​for a model 
  from your kill team 
   
  GRITTED TEETH - 1cp 
  - Use when you​ choose a model ​with​ one or more flesh wounds ​to ​shoot ​in the​ Shooting phase ​or ​fight​ in the ​Fight 
  phase​. Until the end of the phase, this model’s​ attacks do not suffer any penalty​ to their ​hit rolls​ from this model’s 
  flesh wound(s) 
   
  DECISIVE SHOT - 2cp 
  - Use at the ​start of the Shooting phase​. Pick​ a model ​from your kill team that is eligible to shoot and​ shoot ​with it 
  before any other models​. If another player uses this Tactic, roll off: the winner goes first. 
   
  DECISIVE STRIKE - 2cp 
  - Use at the ​start of the Fight phase​. Pick​ a model ​from your kill team that is eligible to fight and​ fight ​with it ​before any 
  other models​. If another player uses this Tactic, roll off: the winner goes first. 
   
   
   
   
   
   
   
   
   
   
  
  Gellerpox Infected​ tactics - ​KT: Rogue Trader​ pg.39 
   
  MACHINE GLITCH - 1cp 
  - Use when​ a player attempts to open or close a door​ if a ​GLITCHING​ from your kill team that is not shaken is ​within 
  1” ​of that door or ​doorway​. ​Add 3​ to your ​dice result when rolling off​ to determine if that door opens (or remains 
  closed) or if it closes (or remains open). 
   
  CORRUPTION AND DECAY - 2cp 
  - Use at the ​start of the Fight phase​. Choose an​ enemy​ model ​within 3”​ of a ​model​ from your kill team. Until the end of 
  the phase, ​subtract 1​ from that​ enemy ​models​ Toughness​ characteristic. 
   
  RANCID VOMIT - 2cp 
  - Use at the ​start of the shooting phase​. Choose a ​NIGHTMARE HULK​ model from your kill team and then choose an 
  enemy model within 6”​ of and visible to it.​ Roll three D6​; for​ each ​roll of​ 5+​ that ​enemy​ model suffers​ 1 mortal​ wound 
   
  GELLERSHIFT - 2cp 
  - Use in the ​Movement phase before​ making a ​normal move​ with a ​GELLERPOX MUTANT​ from your kill team. 
  Remove​ that ​model​ from the ​battlefield​,​ then set it up​ anywhere on the battlefield that is ​more than 4" ​from any enemy 
  models.​ It cannot move further in this phase. 
   
  TWISTED BLESSINGS - 2cp 
  - Use at the ​end of the Movement phase​. Choose a ​NIGHTMARE HULK​ model from your kill team that has ​one or 
  more flesh wounds​ and roll a ​D6​; on a​ 4+ one flesh wound​ is​ removed ​from that model. 
   
  VEMININOID INFESTATION - 3cp 
  - Use at the ​end of the Movement phase​. ​Set up a MUTOID VERMIN ​model on the battlefield ​anywhere that is wholly 
  within 6" of a GELLERPOX INFECTED ​model from your kill team and ​more than 6"​ from any​ enemy​ models. This 
  MUTOID VERMIN ​model is​ added ​to your kill team until the ​end of the mission​, but is​ ignored ​for the purposes of 
  determining ​whether your kill team is​ broken​. At the end of the battle, remove all models added to your kill team through 
  this Tactic before determining who has won the mission. 
   
   
   
  
  Elucidian Starstriders​ tactics -​ ​KT: Rogue Trader ​pg31 
   
  COMBAT MEDICINE - 1cp 
  - Use ​after using SANISTASIA MINST's Healing Serum​ ability (whether or not the ability was successful). You can 
  immediately​ use that ability​ for a ​second time this phase​, either on a different model or the same model again. 
   
  PRIORITY OBJECTIVE IDENTIFIED - 1cp 
  - Use at the ​end of the Movement phase​ if​ LARSEN VAN DER GRAUSS​ is​ within 3”​ of an ​objective marker​ and not 
  shaken. Until the ​end of the battle round, add 1 to his saving throws and Attacks characteristic​.  
   
  KILLING STRIKES - 2cp 
  - Use​ before KNOSSO PROND​ is ​chosen to fight​ with in the​ Fight phase​. Until the end of the phase, the ​Damage 
  characteristic of her ​power blade is increased to D3​.  
   
  EXECUTIONER SHELL - 2cp 
  - Use ​before Voidmaster Nitsch​ is​ chosen to shoot​ with in the ​Shooting phase​. Only ​make a single hit roll​ with his 
  artificer shotgun​ this phase, ​but add 3 to the result​; if the hit roll is ​successful​, the ​enemy​ model suffers ​1 mortal 
  wound and the attack sequence ends.  
   
  VOLTAGHIEST TRANSFERANCE - 2cp 
  - Use in the​ Movement phase before making a normal move ​with ​ LARSEN VAN DER GRAUSS. ​Remove this model 
  from the battlefield then ​set it up anywhere that is more than 4” from any enemy ​models.​ He cannot move further 
  this phase. 
   
  VOLTAGHIEST FIELD - 2cp 
  - Use before​ LARSEN VAN DER GRAUSS ​is chosen to​ shoot ​in the ​Shooting phase​. He can ​do one of the Following 
  instead​ of shooting normally: - ​Open​ or​ Close​ a ​door​ as if he were within 1” of it, 
  - ​Scan a terrain feature​ for ​Traps ​(opponent/s must must tell you if it is trapped or not) 
  - ​Ignore penalties​ to his ​hit rolls​ for the ​target model being obscured ​when shooting 
  with his ​voltaic pistol​ this phase 
  
SOURCE: textdata/thevault/Warhammer/40k/Kill Team/Resources/Tactic Cards/KT_Faction_Tactics__Drax_17thSept18.pdf