Stratagems (234)
General
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPGO TO GROUND
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPSKYBORNE SANCTUARY
Either player’s turn - Fight phase
WHEN: End of the Fight phase.
TARGET: One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within.
EFFECT: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.
1 CPSKYBORNE SANCTUARY
Either player’s turn - Fight phase
WHEN: End of the Fight phase.
TARGET: One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within.
EFFECT: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.
1 CPSKYBORNE SANCTUARY
Either player’s turn - Fight phase
WHEN: End of the Fight phase.
TARGET: One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within.
EFFECT: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.
1 CPSKYBORNE SANCTUARY
Either player’s turn - Fight phase
WHEN: End of the Fight phase.
TARGET: One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within.
EFFECT: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.
1 CPSKYBORNE SANCTUARY
Either player’s turn - Fight phase
WHEN: End of the Fight phase.
TARGET: One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within.
EFFECT: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.
1 CPSKYBORNE SANCTUARY
Either player’s turn - Fight phase
WHEN: End of the Fight phase.
TARGET: One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within.
EFFECT: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.
1 CPCLOAK AND SHADOW
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Aeldari Infantry unit from your army that is within range of an objective marker that you control and that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, models in your unit have the Stealth ability and your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
1 CPCLOAK AND SHADOW
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Aeldari Infantry unit from your army that is within range of an objective marker that you control and that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, models in your unit have the Stealth ability and your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
1 CPCLOAK AND SHADOW
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Aeldari Infantry unit from your army that is within range of an objective marker that you control and that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, models in your unit have the Stealth ability and your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
1 CPCLOAK AND SHADOW
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Aeldari Infantry unit from your army that is within range of an objective marker that you control and that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, models in your unit have the Stealth ability and your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
1 CPCLOAK AND SHADOW
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Aeldari Infantry unit from your army that is within range of an objective marker that you control and that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, models in your unit have the Stealth ability and your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
1 CPCLOAK AND SHADOW
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Aeldari Infantry unit from your army that is within range of an objective marker that you control and that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, models in your unit have the Stealth ability and your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
1 CPLETHAL RUSE
Your turn - Movement phase
WHEN: Your Movement phase, just after an AELDARI unit from your army Falls Back.
TARGET: That AELDARI unit.
EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If it is an Anhrathe unit, also select one enemy unit your unit was within Engagement Range of at the start of the phase, and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1 CPLETHAL RUSE
Your turn - Movement phase
WHEN: Your Movement phase, just after an AELDARI unit from your army Falls Back.
TARGET: That AELDARI unit.
EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If it is an Anhrathe unit, also select one enemy unit your unit was within Engagement Range of at the start of the phase, and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1 CPLETHAL RUSE
Your turn - Movement phase
WHEN: Your Movement phase, just after an AELDARI unit from your army Falls Back.
TARGET: That AELDARI unit.
EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If it is an Anhrathe unit, also select one enemy unit your unit was within Engagement Range of at the start of the phase, and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1 CPLETHAL RUSE
Your turn - Movement phase
WHEN: Your Movement phase, just after an AELDARI unit from your army Falls Back.
TARGET: That AELDARI unit.
EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If it is an Anhrathe unit, also select one enemy unit your unit was within Engagement Range of at the start of the phase, and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1 CPLETHAL RUSE
Your turn - Movement phase
WHEN: Your Movement phase, just after an AELDARI unit from your army Falls Back.
TARGET: That AELDARI unit.
EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If it is an Anhrathe unit, also select one enemy unit your unit was within Engagement Range of at the start of the phase, and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1 CPLETHAL RUSE
Your turn - Movement phase
WHEN: Your Movement phase, just after an AELDARI unit from your army Falls Back.
TARGET: That AELDARI unit.
EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Fell Back. If it is an Anhrathe unit, also select one enemy unit your unit was within Engagement Range of at the start of the phase, and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1 CPPIRATES’ DUE
Either player’s turn - Fight phase
WHEN: The Fight phase.
TARGET: One AELDARI unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit has the Anhrathe keyword, then until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound roll instead.
1 CPPIRATES’ DUE
Either player’s turn - Fight phase
WHEN: The Fight phase.
TARGET: One AELDARI unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit has the Anhrathe keyword, then until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound roll instead.
1 CPPIRATES’ DUE
Either player’s turn - Fight phase
WHEN: The Fight phase.
TARGET: One AELDARI unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit has the Anhrathe keyword, then until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound roll instead.
1 CPPIRATES’ DUE
Either player’s turn - Fight phase
WHEN: The Fight phase.
TARGET: One AELDARI unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit has the Anhrathe keyword, then until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound roll instead.
1 CPPIRATES’ DUE
Either player’s turn - Fight phase
WHEN: The Fight phase.
TARGET: One AELDARI unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit has the Anhrathe keyword, then until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound roll instead.
1 CPPIRATES’ DUE
Either player’s turn - Fight phase
WHEN: The Fight phase.
TARGET: One AELDARI unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If your unit has the Anhrathe keyword, then until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit within range of an objective marker, you can re-roll the Wound roll instead.
1 CPVENGEFUL SORROW
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.
TARGET: One Aeldari Infantry unit from your army, if one or more models in that unit were destroyed as a result of those attacks, and if that AELDARI unit is neither Battle-shocked nor within Engagement Range of one or more enemy units.
EFFECT: Your unit can make a Surge move. To do so, roll one D6 and add 1 to the roll: models in your unit move a number of inches up to this result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
1 CPVENGEFUL SORROW
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.
TARGET: One Aeldari Infantry unit from your army, if one or more models in that unit were destroyed as a result of those attacks, and if that AELDARI unit is neither Battle-shocked nor within Engagement Range of one or more enemy units.
EFFECT: Your unit can make a Surge move. To do so, roll one D6 and add 1 to the roll: models in your unit move a number of inches up to this result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
1 CPVENGEFUL SORROW
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.
TARGET: One Aeldari Infantry unit from your army, if one or more models in that unit were destroyed as a result of those attacks, and if that AELDARI unit is neither Battle-shocked nor within Engagement Range of one or more enemy units.
EFFECT: Your unit can make a Surge move. To do so, roll one D6 and add 1 to the roll: models in your unit move a number of inches up to this result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
1 CPVENGEFUL SORROW
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.
TARGET: One Aeldari Infantry unit from your army, if one or more models in that unit were destroyed as a result of those attacks, and if that AELDARI unit is neither Battle-shocked nor within Engagement Range of one or more enemy units.
EFFECT: Your unit can make a Surge move. To do so, roll one D6 and add 1 to the roll: models in your unit move a number of inches up to this result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
1 CPVENGEFUL SORROW
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.
TARGET: One Aeldari Infantry unit from your army, if one or more models in that unit were destroyed as a result of those attacks, and if that AELDARI unit is neither Battle-shocked nor within Engagement Range of one or more enemy units.
EFFECT: Your unit can make a Surge move. To do so, roll one D6 and add 1 to the roll: models in your unit move a number of inches up to this result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
1 CPVENGEFUL SORROW
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.
TARGET: One Aeldari Infantry unit from your army, if one or more models in that unit were destroyed as a result of those attacks, and if that AELDARI unit is neither Battle-shocked nor within Engagement Range of one or more enemy units.
EFFECT: Your unit can make a Surge move. To do so, roll one D6 and add 1 to the roll: models in your unit move a number of inches up to this result, but your unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of that enemy unit.
1 CPBLADES FROM BEYOND
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Wraithblades, Wraithlord or Wraithknight unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
1 CPBLADES FROM BEYOND
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Wraithblades, Wraithlord or Wraithknight unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
1 CPBLADES FROM BEYOND
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Wraithblades, Wraithlord or Wraithknight unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
1 CPBLADES FROM BEYOND
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Wraithblades, Wraithlord or Wraithknight unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
1 CPBLADES FROM BEYOND
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Wraithblades, Wraithlord or Wraithknight unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
1 CPBLADES FROM BEYOND
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Wraithblades, Wraithlord or Wraithknight unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [DEVASTATING WOUNDS] ability.
1 CPCRUSHING STRIDES
Your turn - Charge phase
WHEN: Your Charge phase, just after a Wraithblades, Wraithlord or Wraithknight unit from your army ends a Charge move.
TARGET: That WRAITHBLADES, WRAITHLORD or WRAITHKNIGHT unit.
EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6 for each WRAITHBLADES model in your unit, or roll four D6 if your unit has the WRAITHLORD keyword, or roll six D6 if your unit has the WRAITHKNIGHT keyword: for each 3+, that enemy unit suffers 1 mortal wound.
1 CPCRUSHING STRIDES
Your turn - Charge phase
WHEN: Your Charge phase, just after a Wraithblades, Wraithlord or Wraithknight unit from your army ends a Charge move.
TARGET: That WRAITHBLADES, WRAITHLORD or WRAITHKNIGHT unit.
EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6 for each WRAITHBLADES model in your unit, or roll four D6 if your unit has the WRAITHLORD keyword, or roll six D6 if your unit has the WRAITHKNIGHT keyword: for each 3+, that enemy unit suffers 1 mortal wound.
1 CPCRUSHING STRIDES
Your turn - Charge phase
WHEN: Your Charge phase, just after a Wraithblades, Wraithlord or Wraithknight unit from your army ends a Charge move.
TARGET: That WRAITHBLADES, WRAITHLORD or WRAITHKNIGHT unit.
EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6 for each WRAITHBLADES model in your unit, or roll four D6 if your unit has the WRAITHLORD keyword, or roll six D6 if your unit has the WRAITHKNIGHT keyword: for each 3+, that enemy unit suffers 1 mortal wound.
1 CPCRUSHING STRIDES
Your turn - Charge phase
WHEN: Your Charge phase, just after a Wraithblades, Wraithlord or Wraithknight unit from your army ends a Charge move.
TARGET: That WRAITHBLADES, WRAITHLORD or WRAITHKNIGHT unit.
EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6 for each WRAITHBLADES model in your unit, or roll four D6 if your unit has the WRAITHLORD keyword, or roll six D6 if your unit has the WRAITHKNIGHT keyword: for each 3+, that enemy unit suffers 1 mortal wound.
1 CPCRUSHING STRIDES
Your turn - Charge phase
WHEN: Your Charge phase, just after a Wraithblades, Wraithlord or Wraithknight unit from your army ends a Charge move.
TARGET: That WRAITHBLADES, WRAITHLORD or WRAITHKNIGHT unit.
EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6 for each WRAITHBLADES model in your unit, or roll four D6 if your unit has the WRAITHLORD keyword, or roll six D6 if your unit has the WRAITHKNIGHT keyword: for each 3+, that enemy unit suffers 1 mortal wound.
1 CPCRUSHING STRIDES
Your turn - Charge phase
WHEN: Your Charge phase, just after a Wraithblades, Wraithlord or Wraithknight unit from your army ends a Charge move.
TARGET: That WRAITHBLADES, WRAITHLORD or WRAITHKNIGHT unit.
EFFECT: Select one enemy unit within Engagement Range of your unit and roll one D6 for each WRAITHBLADES model in your unit, or roll four D6 if your unit has the WRAITHLORD keyword, or roll six D6 if your unit has the WRAITHKNIGHT keyword: for each 3+, that enemy unit suffers 1 mortal wound.
1 CPSEER’S EYE
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Aeldari Psyker model from your army and one friendly Wraith Construct unit within 12" of it that has not been selected to shoot or fight this phase.
EFFECT: Select one enemy unit visible to your PSYKER model. Until the end of the phase, each time a model in your WRAITH CONSTRUCT unit makes an attack that targets that enemy unit, you can ignore any or all modifiers to the Armour Penetration and/or Damage characteristics of that attack.
1 CPSEER’S EYE
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Aeldari Psyker model from your army and one friendly Wraith Construct unit within 12" of it that has not been selected to shoot or fight this phase.
EFFECT: Select one enemy unit visible to your PSYKER model. Until the end of the phase, each time a model in your WRAITH CONSTRUCT unit makes an attack that targets that enemy unit, you can ignore any or all modifiers to the Armour Penetration and/or Damage characteristics of that attack.
1 CPSEER’S EYE
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Aeldari Psyker model from your army and one friendly Wraith Construct unit within 12" of it that has not been selected to shoot or fight this phase.
EFFECT: Select one enemy unit visible to your PSYKER model. Until the end of the phase, each time a model in your WRAITH CONSTRUCT unit makes an attack that targets that enemy unit, you can ignore any or all modifiers to the Armour Penetration and/or Damage characteristics of that attack.
1 CPSEER’S EYE
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Aeldari Psyker model from your army and one friendly Wraith Construct unit within 12" of it that has not been selected to shoot or fight this phase.
EFFECT: Select one enemy unit visible to your PSYKER model. Until the end of the phase, each time a model in your WRAITH CONSTRUCT unit makes an attack that targets that enemy unit, you can ignore any or all modifiers to the Armour Penetration and/or Damage characteristics of that attack.
1 CPSEER’S EYE
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Aeldari Psyker model from your army and one friendly Wraith Construct unit within 12" of it that has not been selected to shoot or fight this phase.
EFFECT: Select one enemy unit visible to your PSYKER model. Until the end of the phase, each time a model in your WRAITH CONSTRUCT unit makes an attack that targets that enemy unit, you can ignore any or all modifiers to the Armour Penetration and/or Damage characteristics of that attack.
1 CPSEER’S EYE
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Aeldari Psyker model from your army and one friendly Wraith Construct unit within 12" of it that has not been selected to shoot or fight this phase.
EFFECT: Select one enemy unit visible to your PSYKER model. Until the end of the phase, each time a model in your WRAITH CONSTRUCT unit makes an attack that targets that enemy unit, you can ignore any or all modifiers to the Armour Penetration and/or Damage characteristics of that attack.
1 CPSOUL BRIDGE
Your turn - Command phase
WHEN: Your Command phase.
TARGET: One Wraithblades, Wraithguard or Wraithlord unit from your army and one Asuryani Psyker model from your army.
EFFECT: Until the start of your next Command phase, your WRAITHBLADES, WRAITHGUARD or WRAITHLORD unit is considered to be within 12" of your PSYKER model for the purposes of the Psychic Guidance and Spirit Guides abilities.
1 CPSOUL BRIDGE
Your turn - Command phase
WHEN: Your Command phase.
TARGET: One Wraithblades, Wraithguard or Wraithlord unit from your army and one Asuryani Psyker model from your army.
EFFECT: Until the start of your next Command phase, your WRAITHBLADES, WRAITHGUARD or WRAITHLORD unit is considered to be within 12" of your PSYKER model for the purposes of the Psychic Guidance and Spirit Guides abilities.
1 CPSOUL BRIDGE
Your turn - Command phase
WHEN: Your Command phase.
TARGET: One Wraithblades, Wraithguard or Wraithlord unit from your army and one Asuryani Psyker model from your army.
EFFECT: Until the start of your next Command phase, your WRAITHBLADES, WRAITHGUARD or WRAITHLORD unit is considered to be within 12" of your PSYKER model for the purposes of the Psychic Guidance and Spirit Guides abilities.
1 CPSOUL BRIDGE
Your turn - Command phase
WHEN: Your Command phase.
TARGET: One Wraithblades, Wraithguard or Wraithlord unit from your army and one Asuryani Psyker model from your army.
EFFECT: Until the start of your next Command phase, your WRAITHBLADES, WRAITHGUARD or WRAITHLORD unit is considered to be within 12" of your PSYKER model for the purposes of the Psychic Guidance and Spirit Guides abilities.
1 CPSOUL BRIDGE
Your turn - Command phase
WHEN: Your Command phase.
TARGET: One Wraithblades, Wraithguard or Wraithlord unit from your army and one Asuryani Psyker model from your army.
EFFECT: Until the start of your next Command phase, your WRAITHBLADES, WRAITHGUARD or WRAITHLORD unit is considered to be within 12" of your PSYKER model for the purposes of the Psychic Guidance and Spirit Guides abilities.
1 CPSOUL BRIDGE
Your turn - Command phase
WHEN: Your Command phase.
TARGET: One Wraithblades, Wraithguard or Wraithlord unit from your army and one Asuryani Psyker model from your army.
EFFECT: Until the start of your next Command phase, your WRAITHBLADES, WRAITHGUARD or WRAITHLORD unit is considered to be within 12" of your PSYKER model for the purposes of the Psychic Guidance and Spirit Guides abilities.
1 CPSPIRIT TOKEN
Your turn - Movement phase
WHEN: Start of your Movement phase.
TARGET: One Wraithblades or Wraithguard unit from your army.
EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CPSPIRIT TOKEN
Your turn - Movement phase
WHEN: Start of your Movement phase.
TARGET: One Wraithblades or Wraithguard unit from your army.
EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CPSPIRIT TOKEN
Your turn - Movement phase
WHEN: Start of your Movement phase.
TARGET: One Wraithblades or Wraithguard unit from your army.
EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CPSPIRIT TOKEN
Your turn - Movement phase
WHEN: Start of your Movement phase.
TARGET: One Wraithblades or Wraithguard unit from your army.
EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CPSPIRIT TOKEN
Your turn - Movement phase
WHEN: Start of your Movement phase.
TARGET: One Wraithblades or Wraithguard unit from your army.
EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CPSPIRIT TOKEN
Your turn - Movement phase
WHEN: Start of your Movement phase.
TARGET: One Wraithblades or Wraithguard unit from your army.
EFFECT: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CPWRAITHBONE ARMOUR
Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One Wraith Construct unit from your army (excluding TiTANic units] that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
1 CPWRAITHBONE ARMOUR
Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One Wraith Construct unit from your army (excluding TiTANic units] that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
1 CPWRAITHBONE ARMOUR
Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One Wraith Construct unit from your army (excluding TiTANic units] that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
1 CPWRAITHBONE ARMOUR
Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One Wraith Construct unit from your army (excluding TiTANic units] that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
1 CPWRAITHBONE ARMOUR
Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One Wraith Construct unit from your army (excluding TiTANic units] that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
1 CPWRAITHBONE ARMOUR
Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One Wraith Construct unit from your army (excluding TiTANic units] that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
1 CPBLITZING FIREPOWER
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Asuryani unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within 12". If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CPBLITZING FIREPOWER
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Asuryani unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within 12". If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CPBLITZING FIREPOWER
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Asuryani unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within 12". If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CPBLITZING FIREPOWER
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Asuryani unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within 12". If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CPBLITZING FIREPOWER
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Asuryani unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within 12". If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CPBLITZING FIREPOWER
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Asuryani unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within 12". If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CPFEIGNED RETREAT
Your turn - Movement phase
WHEN: Your Movement phase, just after an Asuryani unit from your army Falls Back.
TARGET: That ASURYANI unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CPFEIGNED RETREAT
Your turn - Movement phase
WHEN: Your Movement phase, just after an Asuryani unit from your army Falls Back.
TARGET: That ASURYANI unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CPFEIGNED RETREAT
Your turn - Movement phase
WHEN: Your Movement phase, just after an Asuryani unit from your army Falls Back.
TARGET: That ASURYANI unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CPFEIGNED RETREAT
Your turn - Movement phase
WHEN: Your Movement phase, just after an Asuryani unit from your army Falls Back.
TARGET: That ASURYANI unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CPFEIGNED RETREAT
Your turn - Movement phase
WHEN: Your Movement phase, just after an Asuryani unit from your army Falls Back.
TARGET: That ASURYANI unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CPFEIGNED RETREAT
Your turn - Movement phase
WHEN: Your Movement phase, just after an Asuryani unit from your army Falls Back.
TARGET: That ASURYANI unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CPSKYBORNE SANCTUARY
Either player’s turn - Fight phase
WHEN: End of the Fight phase.
TARGET: One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within.
EFFECT: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.
1 CPSKYBORNE SANCTUARY
Either player’s turn - Fight phase
WHEN: End of the Fight phase.
TARGET: One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within.
EFFECT: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.
1 CPSKYBORNE SANCTUARY
Either player’s turn - Fight phase
WHEN: End of the Fight phase.
TARGET: One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within.
EFFECT: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.
1 CPSKYBORNE SANCTUARY
Either player’s turn - Fight phase
WHEN: End of the Fight phase.
TARGET: One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within.
EFFECT: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.
1 CPSKYBORNE SANCTUARY
Either player’s turn - Fight phase
WHEN: End of the Fight phase.
TARGET: One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within.
EFFECT: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.
1 CPSKYBORNE SANCTUARY
Either player’s turn - Fight phase
WHEN: End of the Fight phase.
TARGET: One Asuryani unit from your army that was eligible to fight this phase and one friendly Transport it is able to embark within.
EFFECT: If your ASURYANI unit is not within Engagement Range of one or more enemy units and is wholly within 6" of that TRANSPORT, it can embark within it.
1 CPWEBWAY TUNNEL
Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Asuryani Infantry unit from your army that is wholly within 9" of one or more battlefield edges.
EFFECT: If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into Strategic Reserves.
1 CPWEBWAY TUNNEL
Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Asuryani Infantry unit from your army that is wholly within 9" of one or more battlefield edges.
EFFECT: If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into Strategic Reserves.
1 CPWEBWAY TUNNEL
Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Asuryani Infantry unit from your army that is wholly within 9" of one or more battlefield edges.
EFFECT: If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into Strategic Reserves.
1 CPWEBWAY TUNNEL
Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Asuryani Infantry unit from your army that is wholly within 9" of one or more battlefield edges.
EFFECT: If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into Strategic Reserves.
1 CPWEBWAY TUNNEL
Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Asuryani Infantry unit from your army that is wholly within 9" of one or more battlefield edges.
EFFECT: If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into Strategic Reserves.
1 CPWEBWAY TUNNEL
Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Asuryani Infantry unit from your army that is wholly within 9" of one or more battlefield edges.
EFFECT: If your unit is not within Engagement Range of one or more enemy units, remove it from the battlefield and place it into Strategic Reserves.
1 CPD-STRIKE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One WRAITH CONSTRUcT unit from your army that has not been selected to shoot this phase.
EFFECT: Select one closed Hatchway that is visible to and within range of one or more of the ranged weapons equipped by models in your unit. Open that Hatchway and, until the end of the battle, that Hatchway cannot be closed. For each enemy unit within 3" of that Hatchway and wholly on the opposite side of it from your unit, until the start of your next Shooting phase, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
RESTRICTIONS: Until the end of the phase, your unit is not eligible to shoot.
1 CPD-STRIKE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One WRAITH CONSTRUcT unit from your army that has not been selected to shoot this phase.
EFFECT: Select one closed Hatchway that is visible to and within range of one or more of the ranged weapons equipped by models in your unit. Open that Hatchway and, until the end of the battle, that Hatchway cannot be closed. For each enemy unit within 3" of that Hatchway and wholly on the opposite side of it from your unit, until the start of your next Shooting phase, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
RESTRICTIONS: Until the end of the phase, your unit is not eligible to shoot.
1 CPD-STRIKE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One WRAITH CONSTRUcT unit from your army that has not been selected to shoot this phase.
EFFECT: Select one closed Hatchway that is visible to and within range of one or more of the ranged weapons equipped by models in your unit. Open that Hatchway and, until the end of the battle, that Hatchway cannot be closed. For each enemy unit within 3" of that Hatchway and wholly on the opposite side of it from your unit, until the start of your next Shooting phase, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
RESTRICTIONS: Until the end of the phase, your unit is not eligible to shoot.
1 CPD-STRIKE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One WRAITH CONSTRUcT unit from your army that has not been selected to shoot this phase.
EFFECT: Select one closed Hatchway that is visible to and within range of one or more of the ranged weapons equipped by models in your unit. Open that Hatchway and, until the end of the battle, that Hatchway cannot be closed. For each enemy unit within 3" of that Hatchway and wholly on the opposite side of it from your unit, until the start of your next Shooting phase, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
RESTRICTIONS: Until the end of the phase, your unit is not eligible to shoot.
1 CPD-STRIKE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One WRAITH CONSTRUcT unit from your army that has not been selected to shoot this phase.
EFFECT: Select one closed Hatchway that is visible to and within range of one or more of the ranged weapons equipped by models in your unit. Open that Hatchway and, until the end of the battle, that Hatchway cannot be closed. For each enemy unit within 3" of that Hatchway and wholly on the opposite side of it from your unit, until the start of your next Shooting phase, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
RESTRICTIONS: Until the end of the phase, your unit is not eligible to shoot.
1 CPD-STRIKE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One WRAITH CONSTRUcT unit from your army that has not been selected to shoot this phase.
EFFECT: Select one closed Hatchway that is visible to and within range of one or more of the ranged weapons equipped by models in your unit. Open that Hatchway and, until the end of the battle, that Hatchway cannot be closed. For each enemy unit within 3" of that Hatchway and wholly on the opposite side of it from your unit, until the start of your next Shooting phase, that enemy unit is stunned. While a unit is stunned, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
RESTRICTIONS: Until the end of the phase, your unit is not eligible to shoot.
1 CPGUARDIAN CONSTRUCTS
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One WRAITH CONSTRUcT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the attacking model is wholly on the opposite side of a Hatchway from your unit, subtract 1 from the Wound roll.
1 CPGUARDIAN CONSTRUCTS
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One WRAITH CONSTRUcT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the attacking model is wholly on the opposite side of a Hatchway from your unit, subtract 1 from the Wound roll.
1 CPGUARDIAN CONSTRUCTS
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One WRAITH CONSTRUcT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the attacking model is wholly on the opposite side of a Hatchway from your unit, subtract 1 from the Wound roll.
1 CPGUARDIAN CONSTRUCTS
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One WRAITH CONSTRUcT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the attacking model is wholly on the opposite side of a Hatchway from your unit, subtract 1 from the Wound roll.
1 CPGUARDIAN CONSTRUCTS
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One WRAITH CONSTRUcT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the attacking model is wholly on the opposite side of a Hatchway from your unit, subtract 1 from the Wound roll.
1 CPGUARDIAN CONSTRUCTS
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One WRAITH CONSTRUcT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the attacking model is wholly on the opposite side of a Hatchway from your unit, subtract 1 from the Wound roll.
1 CPUNFLINCHING FIRE
Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase.
TARGET: One AELDARI unit from your army that has not fired Overwatch this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.
1 CPUNFLINCHING FIRE
Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase.
TARGET: One AELDARI unit from your army that has not fired Overwatch this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.
1 CPUNFLINCHING FIRE
Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase.
TARGET: One AELDARI unit from your army that has not fired Overwatch this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.
1 CPUNFLINCHING FIRE
Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase.
TARGET: One AELDARI unit from your army that has not fired Overwatch this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.
1 CPUNFLINCHING FIRE
Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase.
TARGET: One AELDARI unit from your army that has not fired Overwatch this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.
1 CPUNFLINCHING FIRE
Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase.
TARGET: One AELDARI unit from your army that has not fired Overwatch this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack while firing Overwatch, an unmodified Hit roll of 5+ is required to score a hit, instead of an unmodified 6.
1 CPWRAITHSIGHT
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One AELDARI unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. In addition, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack's Ballistic Skill characteristic and/or to the Hit roll.
1 CPWRAITHSIGHT
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One AELDARI unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. In addition, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack's Ballistic Skill characteristic and/or to the Hit roll.
1 CPWRAITHSIGHT
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One AELDARI unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. In addition, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack's Ballistic Skill characteristic and/or to the Hit roll.
1 CPWRAITHSIGHT
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One AELDARI unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. In addition, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack's Ballistic Skill characteristic and/or to the Hit roll.
1 CPWRAITHSIGHT
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One AELDARI unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. In addition, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack's Ballistic Skill characteristic and/or to the Hit roll.
1 CPWRAITHSIGHT
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One AELDARI unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. In addition, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack's Ballistic Skill characteristic and/or to the Hit roll.