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Cybernetica Datasmith

Adeptus Mechanicus
MODELMTSVINVWLDOC
Cybernetica Datasmith 6" 4 2+ 5 3 7+ 1

Ranged & Melee Weapons

WEAPONRANGEABS/WSSAPD
Mechanicus pistol devastating wounds, pistol 12 1 3 6 -1 1
Power fist Melee 2 3 8 -2 2

Abilities

[Core]

Battle Protocols [Datasheet]

At the start of the battle, if this model is leading a KASTELAN ROBOTS unit, that unit enters Aegis Protocols (see below). In your Command phase, if this model is leading a KASTELAN ROBOTS unit, you can select one protocol from those listed below for that unit to enter. Once a unit enters a protocol, it remains in that protocol until it enters a different one.

  • Protector Protocol: Add 2 to the Attacks characteristic of ranged weapons equipped by KASTELAN ROBOT models in that unit.
  • Conqueror Protocol: Add 2 to the Attacks characteristic of melee weapons equipped by KASTELAN ROBOT models in that unit.
  • Aegis Protocol: Add 1 to the Toughness characteristic of KASTELAN ROBOT models in that unit.

[Faction]

Leader

This unit can lead:

Kastelan Robots

Unit Composition & Points

1 Cybernetica Datasmith

1 model 35 pts
KEYWORDS: Character Cybernetica Datasmith Imperium Infantry Legio Cybernetica Tech-Priest
FACTION KEYWORDS: Adeptus Mechanicus
Detachment Abilities (5)

Cohort Cybernetica →

Cyber-Psalm Programming

In advance of a Cohort Cyberneticas battles, the Legios most talented Datasmiths will feed dogmatic
Add 2" to the Move characteristic of models in Legio Cybernetica units from your army. In addition, unless that unit is Battle-shocked, add 1 to the Objective Control characteristic of models in that unit.

Explorator Maniple →

Acquisition At Any Cost

In their eternal quest for the acquisition of knowledge and technology, Tech-Priests require superhu
At the start of your Command phase, select one objective marker. Until the start of your next Command phase, that objective marker is your Acquisition objective marker. Each time an ADEPTUS MECHANICUS model from your army makes an attack, if that model’s unit is within range of your Acquisition objective marker, or if the target of that attack is within range of your Acquisition objective marker, re-roll a Wound roll of 1.

Haloscreed Battle Clade →

Noospheric Transference

Tech-Priests can override the will of their thralls and project martial data inloads into the minds
In your Command phase, select one or more ADEPTUS MECHANICUS units from your army (including units that are embarked within Transports). The maximum number of units you can select depends on the battle size, as follows:

Machine Cult →

Canticles of the Omnissiah

Chanting avidly in blaring binharic, the servants of the Omnissiah surge into battle as though posse
Add 1 to Advance rolls, Charge rolls and Battle-shock tests taken for TECH-PRiEST and ELECTRO-PRiESTs units from your army.

Rad-Zone Corps →

Rad-bombardment

Whether as a result of natural phenomena, apocalyptic internecine strife or calamitous accidents, ma
BATTLE ROUND1BOMBARDMENT
At the start of the first battle round, for each enemy unit within your opponents deployment zone, your opponent must decide whether that unit will take cover or stand firm. You then roll one D6 for each of those enemy units and apply the relevant result below:
  • Unit Standing Firm: On a 3+, that unit suffers D3 mortal wounds.
  • Unit Taking Cover: Until the end of the battle round, that unit is Battle-shocked and, on a 5+, that unit suffers D3 mortal wounds.

BATTLE ROUND2       ONWARDSFALLOUT
At the start of your Command phase during the second, third, fourth and fifth battle rounds, roll one D6 for each enemy unit within your opponent’s deployment zone. On a 3+, that unit suffers 1 mortal wound and must take a Battle-shock test.
Enhancements (20)

Cohort Cybernetica →

10 pts

Arch-negator

Feeding magneto-voltaic arcs and deadly frequencies into their weapons, the Tech-Priest is death inc
TECH-PRIEST model only. Ranged weapons equipped by the bearer have the [ANTI-VEHICLE 4+] ability.
15 pts

Emotionless Clarity

With a mind unsullied by the passions common to the flesh, a Tech-Priest can entreat the machine spi
TECH-PRIEST model only. Once per turn, when a friendly LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE model with the Deadly Demise ability that is within 12" of the bearer is destroyed, the bearer can use this Enhancement. If it does, do not roll to determine whether any mortal wounds are inflicted as a result of that model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted.
20 pts

Lord of Machines

An intense burst of viral static can overload those machine spirits yoked to the service of the enem
TECH-PRIEST model only. Once per turn, at the start of your opponent’s Shooting phase, select one enemy VEHICLE unit within 12" of and visible to the bearer. That unit must take a Leadership test: if that test is passed, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; if that test is failed, that unit is not eligible to shoot this phase.
25 pts

Necromechanic

The blessed healing of machinery is the sign of a true shepherd of the Omnissiah’s flock.
TECH-PRIEST model only. Once per battle round, when a saving throw made for a friendly LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE model within 12" of the bearer is failed, the bearer can use this Enhancement. If they do, change the Damage characteristic of that attack to 0.

Data-Psalm Conclave →

20 pts

Data-blessed Autosermon

Struck with an infoload of revelation, truly blessed Tech-Priests will override the sacred canticles
TECH-PRIEST model only. Once per battle, at the start of your Command phase, you can select the Benediction of the Omnissiah you did not select at the start of the first battle round. Until the start of your next Command phase, that Benediction of the Omnissiah is active for the bearer’s unit in addition to the one that is currently active for your army.
15 pts

Mantle of the Gnosticarch

The toughened weave of this hooded robe includes hypo-ceramic threads, thermoplastics and terranic p
TECH-PRIEST model only. Each time an attack is allocated to the bearer, change the Damage characteristic of that attack to 1.
10 pts

Mechanicus Locum

Amongst every congregation of Tech-Priests are masters of arcane knowledge - inspirational leaders o
TECH-PRIEST model only. The bearer has a Leadership characteristic of 6+ and, once per battle, at the start of any phase, you can select one friendly CULT MECHANICUS unit that is Battle-shocked and within 12" of the bearer. That unit is no longer Battle-shocked.
25 pts

Temporcopia

The Temporcopia is a relic from the Dark Age of Technology that releases a swarm of nano-engineered
TECH-PRIEST model only. The bearer’s unit has the Fights First ability.

Eradication Cohort →

30 pts

Belicosa-Class Capacitor Vanes

These slender conductor vanes channel esoteric energies into nearby weapon systems, rendering their
Adeptus Mechanicus model only. Add 6" to the Range characteristic of ranged weapons equipped by models in the bearer’s unit, and add 1 to the Strength characteristic of those weapons.
15 pts

Martial Signatum Amplificator

This strange device taps into the data-tethers that carry Skitarii command imperatives and dissemina
Tech-Priest model only. Models in the bearer’s unit have the Skitarii keyword.

Explorator Maniple →

15 pts

Artisan

Artisans create wondrous artefacts of war. They install circuits of such beauty, and capacitor-nodes
TECH-PRIEST model only. While the bearer is leading a unit that is within range of your Acquisition objective marker, once per phase, you can change the result of one Hit roll, one Wound roll or one saving throw made for that unit to an unmodified 6.
25 pts

Genetor

Cyborg interfaces, genetic manipulation and alchemical behavioural modification are all avenues of i
TECH-PRIEST model only. While the bearer is leading a unit that is within range of your Acquisition objective marker, models in that unit have a 4+ invulnerable save.
20 pts

Logis

Data-vores and biocogitators, logi amass huge stores of information. They analyse data from thousand
TECH-PRIEST model only. While the bearer is leading a unit, each time a model in that unit makes an attack that targets a unit within range of your Acquisition objective marker, add 1 to the Hit roll.
15 pts

Magos

Magi are masters of fiercely guarded knowledge, pursuing esoteric agendas at all costs. No risk is t
TECH-PRIEST model only. At the end of your Command phase, if the bearer is within range of your Acquisition objective marker, roll one D6: on a 4+, you gain 1CP.

Haloscreed Battle Clade →

10 pts

Sanctified Ordnance

The ammunition borne to battle by this disciple of the Machine God and those at their command has be
ADEPTUS MECHANICUS model only. Add 6" to the range characteristic of ranged weapons equipped by models in the bearer’s unit and, each time a Hazardous test is taken for that unit, you can re-roll the result.
15 pts

Transoracular Dyad Wafers

Inloaded with advanced combat protocols, tactical hymnals and holy autoscripture, these doctrina waf
Cybernetica Datasmith model only. When the bearer is attached to a Kastelan Robots unit, until the end of the battle, models in that unit gain the HALO OVERRIDE keyword. That unit cannot be selected when selecting units as part of the Noospheric Transference Detachment rule.

Rad-Zone Corps →

15 pts

Autoclavic Denunciation

This devotee harbours a fanatical hatred of the biological. They have learned the secret weaknesses
ADEPTUS MECHANICUS model only. Ranged weapons equipped by the bearer have the [ANTI-INFANTRY 2+] and [ANTI-MONSTER 4+] abilities.
20 pts

Malphonic Susurrus

This master of splintered choruses leads their followers in a projection of clashing frequencies. Sc
ADEPTUS MECHANICUS model only. While the bearer is leading a unit, models in that unit have the Stealth ability.
20 pts

Peerless Eradicator

This perfectionist zealot directs their minions in the rapid and single-minded termination of all en
ADEPTUS MECHANICUS model only. While the bearer is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
25 pts

Radial Suffusion

By transmitting their precision battlefield observations, this servant of the Omnissiah ensures the
ADEPTUS MECHANICUS model only. From the second battle round onwards, when resolving the Fallout effect of the Rad-bombardment Detachment rule, if the bearer is on the battlefield, roll one D6 for each enemy unit within 6" of your opponent’s deployment zone, in addition to those that are within your opponent’s deployment zone.
Stratagems (318)

General

1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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 CP

COMMAND 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.
2 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

COUNTER-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 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EXPLOSIVE 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 CP

EXPLOSIVE 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 CP

EXPLOSIVE 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 CP

EXPLOSIVE 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 CP

EXPLOSIVE 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 CP

EXPLOSIVE 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 CP

EXPLOSIVE 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 CP

EXPLOSIVE 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 CP

EXPLOSIVE 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 CP

EXPLOSIVE 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 CP

EXPLOSIVE 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 CP

EXPLOSIVE 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 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

FIRE OVERWATCH

Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CP

GO 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 CP

GO 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 CP

GO 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 CP

GO 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 CP

GO 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 CP

GO 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 CP

GO 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 CP

GO 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 CP

GO 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 CP

GO 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 CP

GO 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 CP

GO 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 CP

HEROIC 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 CP

HEROIC 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 CP

HEROIC 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 CP

HEROIC 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 CP

HEROIC 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 CP

HEROIC 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 CP

HEROIC 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 CP

HEROIC 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 CP

HEROIC 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 CP

HEROIC 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 CP

HEROIC 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 CP

HEROIC 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

INSANE 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 CP

RAPID 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 CP

RAPID 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 CP

RAPID 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 CP

RAPID 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 CP

RAPID 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 CP

RAPID 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 CP

RAPID 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 CP

RAPID 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 CP

RAPID 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 CP

RAPID 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 CP

RAPID 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 CP

RAPID 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.

Cohort Cybernetica →

1 CP

AUTO-DIVINATORY TARGETING

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army, and one objective marker.

EFFECT: Until the start of your next Command phase, ranged weapons equipped by models in your unit have a Ballistic Skill characteristic of 3+ and the [IGNORES COVER] ability, but they can only target units within range of the selected objective marker.
1 CP

AUTO-DIVINATORY TARGETING

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army, and one objective marker.

EFFECT: Until the start of your next Command phase, ranged weapons equipped by models in your unit have a Ballistic Skill characteristic of 3+ and the [IGNORES COVER] ability, but they can only target units within range of the selected objective marker.
1 CP

AUTO-DIVINATORY TARGETING

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army, and one objective marker.

EFFECT: Until the start of your next Command phase, ranged weapons equipped by models in your unit have a Ballistic Skill characteristic of 3+ and the [IGNORES COVER] ability, but they can only target units within range of the selected objective marker.
1 CP

AUTO-DIVINATORY TARGETING

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army, and one objective marker.

EFFECT: Until the start of your next Command phase, ranged weapons equipped by models in your unit have a Ballistic Skill characteristic of 3+ and the [IGNORES COVER] ability, but they can only target units within range of the selected objective marker.
1 CP

AUTO-DIVINATORY TARGETING

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army, and one objective marker.

EFFECT: Until the start of your next Command phase, ranged weapons equipped by models in your unit have a Ballistic Skill characteristic of 3+ and the [IGNORES COVER] ability, but they can only target units within range of the selected objective marker.
1 CP

AUTO-DIVINATORY TARGETING

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army, and one objective marker.

EFFECT: Until the start of your next Command phase, ranged weapons equipped by models in your unit have a Ballistic Skill characteristic of 3+ and the [IGNORES COVER] ability, but they can only target units within range of the selected objective marker.
1 CP

AUTO-DIVINATORY TARGETING

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army, and one objective marker.

EFFECT: Until the start of your next Command phase, ranged weapons equipped by models in your unit have a Ballistic Skill characteristic of 3+ and the [IGNORES COVER] ability, but they can only target units within range of the selected objective marker.
1 CP

AUTO-DIVINATORY TARGETING

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army, and one objective marker.

EFFECT: Until the start of your next Command phase, ranged weapons equipped by models in your unit have a Ballistic Skill characteristic of 3+ and the [IGNORES COVER] ability, but they can only target units within range of the selected objective marker.
1 CP

AUTO-DIVINATORY TARGETING

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army, and one objective marker.

EFFECT: Until the start of your next Command phase, ranged weapons equipped by models in your unit have a Ballistic Skill characteristic of 3+ and the [IGNORES COVER] ability, but they can only target units within range of the selected objective marker.
1 CP

AUTO-DIVINATORY TARGETING

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army, and one objective marker.

EFFECT: Until the start of your next Command phase, ranged weapons equipped by models in your unit have a Ballistic Skill characteristic of 3+ and the [IGNORES COVER] ability, but they can only target units within range of the selected objective marker.
1 CP

AUTO-DIVINATORY TARGETING

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army, and one objective marker.

EFFECT: Until the start of your next Command phase, ranged weapons equipped by models in your unit have a Ballistic Skill characteristic of 3+ and the [IGNORES COVER] ability, but they can only target units within range of the selected objective marker.
1 CP

AUTO-DIVINATORY TARGETING

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army, and one objective marker.

EFFECT: Until the start of your next Command phase, ranged weapons equipped by models in your unit have a Ballistic Skill characteristic of 3+ and the [IGNORES COVER] ability, but they can only target units within range of the selected objective marker.
1 CP

BENEVOLENCE OF THE OMNISSIAH

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, models in your unit have the Feel No Pain 6+ ability, which is improved to Feel No Pain 5+ against mortal wounds.
1 CP

BENEVOLENCE OF THE OMNISSIAH

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, models in your unit have the Feel No Pain 6+ ability, which is improved to Feel No Pain 5+ against mortal wounds.
1 CP

BENEVOLENCE OF THE OMNISSIAH

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, models in your unit have the Feel No Pain 6+ ability, which is improved to Feel No Pain 5+ against mortal wounds.
1 CP

BENEVOLENCE OF THE OMNISSIAH

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, models in your unit have the Feel No Pain 6+ ability, which is improved to Feel No Pain 5+ against mortal wounds.
1 CP

BENEVOLENCE OF THE OMNISSIAH

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, models in your unit have the Feel No Pain 6+ ability, which is improved to Feel No Pain 5+ against mortal wounds.
1 CP

BENEVOLENCE OF THE OMNISSIAH

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, models in your unit have the Feel No Pain 6+ ability, which is improved to Feel No Pain 5+ against mortal wounds.
1 CP

BENEVOLENCE OF THE OMNISSIAH

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, models in your unit have the Feel No Pain 6+ ability, which is improved to Feel No Pain 5+ against mortal wounds.
1 CP

BENEVOLENCE OF THE OMNISSIAH

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, models in your unit have the Feel No Pain 6+ ability, which is improved to Feel No Pain 5+ against mortal wounds.
1 CP

BENEVOLENCE OF THE OMNISSIAH

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, models in your unit have the Feel No Pain 6+ ability, which is improved to Feel No Pain 5+ against mortal wounds.
1 CP

BENEVOLENCE OF THE OMNISSIAH

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, models in your unit have the Feel No Pain 6+ ability, which is improved to Feel No Pain 5+ against mortal wounds.
1 CP

BENEVOLENCE OF THE OMNISSIAH

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, models in your unit have the Feel No Pain 6+ ability, which is improved to Feel No Pain 5+ against mortal wounds.
1 CP

BENEVOLENCE OF THE OMNISSIAH

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, models in your unit have the Feel No Pain 6+ ability, which is improved to Feel No Pain 5+ against mortal wounds.
1 CP

MACHINE SPIRIT RESURGENT

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army that is below its Starting Strength.

EFFECT: Until the start of your next Command phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. If your unit is Below Half-strength, you can re-roll the Wound roll as well.
1 CP

MACHINE SPIRIT RESURGENT

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army that is below its Starting Strength.

EFFECT: Until the start of your next Command phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. If your unit is Below Half-strength, you can re-roll the Wound roll as well.
1 CP

MACHINE SPIRIT RESURGENT

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army that is below its Starting Strength.

EFFECT: Until the start of your next Command phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. If your unit is Below Half-strength, you can re-roll the Wound roll as well.
1 CP

MACHINE SPIRIT RESURGENT

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army that is below its Starting Strength.

EFFECT: Until the start of your next Command phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. If your unit is Below Half-strength, you can re-roll the Wound roll as well.
1 CP

MACHINE SPIRIT RESURGENT

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army that is below its Starting Strength.

EFFECT: Until the start of your next Command phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. If your unit is Below Half-strength, you can re-roll the Wound roll as well.
1 CP

MACHINE SPIRIT RESURGENT

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army that is below its Starting Strength.

EFFECT: Until the start of your next Command phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. If your unit is Below Half-strength, you can re-roll the Wound roll as well.
1 CP

MACHINE SPIRIT RESURGENT

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army that is below its Starting Strength.

EFFECT: Until the start of your next Command phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. If your unit is Below Half-strength, you can re-roll the Wound roll as well.
1 CP

MACHINE SPIRIT RESURGENT

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army that is below its Starting Strength.

EFFECT: Until the start of your next Command phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. If your unit is Below Half-strength, you can re-roll the Wound roll as well.
1 CP

MACHINE SPIRIT RESURGENT

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army that is below its Starting Strength.

EFFECT: Until the start of your next Command phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. If your unit is Below Half-strength, you can re-roll the Wound roll as well.
1 CP

MACHINE SPIRIT RESURGENT

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army that is below its Starting Strength.

EFFECT: Until the start of your next Command phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. If your unit is Below Half-strength, you can re-roll the Wound roll as well.
1 CP

MACHINE SPIRIT RESURGENT

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army that is below its Starting Strength.

EFFECT: Until the start of your next Command phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. If your unit is Below Half-strength, you can re-roll the Wound roll as well.
1 CP

MACHINE SPIRIT RESURGENT

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army that is below its Starting Strength.

EFFECT: Until the start of your next Command phase, each time a model in your unit makes an attack, you can re-roll the Hit roll. If your unit is Below Half-strength, you can re-roll the Wound roll as well.
1 CP

MACHINE SUPERIORITY

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back and you can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws).
1 CP

MACHINE SUPERIORITY

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back and you can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws).
1 CP

MACHINE SUPERIORITY

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back and you can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws).
1 CP

MACHINE SUPERIORITY

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back and you can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws).
1 CP

MACHINE SUPERIORITY

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back and you can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws).
1 CP

MACHINE SUPERIORITY

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back and you can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws).
1 CP

MACHINE SUPERIORITY

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back and you can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws).
1 CP

MACHINE SUPERIORITY

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back and you can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws).
1 CP

MACHINE SUPERIORITY

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back and you can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws).
1 CP

MACHINE SUPERIORITY

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back and you can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws).
1 CP

MACHINE SUPERIORITY

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back and you can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws).
1 CP

MACHINE SUPERIORITY

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back and you can ignore any or all modifiers to its characteristics and/or to any roll or test made for it (excluding modifiers to saving throws).
1 CP

TRANSCENDENT COGITATION

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, the Conqueror Imperative and Protector Imperative are both active for your unit.
1 CP

TRANSCENDENT COGITATION

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, the Conqueror Imperative and Protector Imperative are both active for your unit.
1 CP

TRANSCENDENT COGITATION

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, the Conqueror Imperative and Protector Imperative are both active for your unit.
1 CP

TRANSCENDENT COGITATION

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, the Conqueror Imperative and Protector Imperative are both active for your unit.
1 CP

TRANSCENDENT COGITATION

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, the Conqueror Imperative and Protector Imperative are both active for your unit.
1 CP

TRANSCENDENT COGITATION

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, the Conqueror Imperative and Protector Imperative are both active for your unit.
1 CP

TRANSCENDENT COGITATION

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, the Conqueror Imperative and Protector Imperative are both active for your unit.
1 CP

TRANSCENDENT COGITATION

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, the Conqueror Imperative and Protector Imperative are both active for your unit.
1 CP

TRANSCENDENT COGITATION

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, the Conqueror Imperative and Protector Imperative are both active for your unit.
1 CP

TRANSCENDENT COGITATION

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, the Conqueror Imperative and Protector Imperative are both active for your unit.
1 CP

TRANSCENDENT COGITATION

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, the Conqueror Imperative and Protector Imperative are both active for your unit.
1 CP

TRANSCENDENT COGITATION

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One LEGIO CYBERNETICA or ADEPTUS MECHANICUS VEHICLE unit from your army.

EFFECT: Until the start of your next Command phase, the Conqueror Imperative and Protector Imperative are both active for your unit.

Eradication Cohort →

1 CP

SERVO‑DRIVEN CHARGE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One ADEPTUS MECHANICUS 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 [LANCE] ability.
1 CP

SERVO‑DRIVEN CHARGE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One ADEPTUS MECHANICUS 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 [LANCE] ability.
1 CP

SERVO‑DRIVEN CHARGE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One ADEPTUS MECHANICUS 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 [LANCE] ability.
1 CP

SERVO‑DRIVEN CHARGE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One ADEPTUS MECHANICUS 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 [LANCE] ability.
1 CP

SERVO‑DRIVEN CHARGE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One ADEPTUS MECHANICUS 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 [LANCE] ability.
1 CP

SERVO‑DRIVEN CHARGE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One ADEPTUS MECHANICUS 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 [LANCE] ability.
1 CP

UNRELENTING AGGRESSION

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army Falls Back.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. If your unit has the Skitarii keyword, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back instead.
1 CP

UNRELENTING AGGRESSION

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army Falls Back.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. If your unit has the Skitarii keyword, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back instead.
1 CP

UNRELENTING AGGRESSION

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army Falls Back.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. If your unit has the Skitarii keyword, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back instead.
1 CP

UNRELENTING AGGRESSION

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army Falls Back.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. If your unit has the Skitarii keyword, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back instead.
1 CP

UNRELENTING AGGRESSION

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army Falls Back.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. If your unit has the Skitarii keyword, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back instead.
1 CP

UNRELENTING AGGRESSION

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army Falls Back.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. If your unit has the Skitarii keyword, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back instead.
1 CP

UNRELENTING AGGRESSION

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army Falls Back.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. If your unit has the Skitarii keyword, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back instead.
1 CP

UNRELENTING AGGRESSION

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army Falls Back.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. If your unit has the Skitarii keyword, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back instead.
1 CP

UNRELENTING AGGRESSION

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army Falls Back.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. If your unit has the Skitarii keyword, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back instead.
1 CP

UNRELENTING AGGRESSION

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army Falls Back.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. If your unit has the Skitarii keyword, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back instead.
1 CP

UNRELENTING AGGRESSION

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army Falls Back.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. If your unit has the Skitarii keyword, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back instead.
1 CP

UNRELENTING AGGRESSION

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army Falls Back.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back. If your unit has the Skitarii keyword, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back instead.

Explorator Maniple →

1 CP

CACHED ACQUISITION

Either player’s turn - Any phase
WHEN: Any phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
1 CP

CACHED ACQUISITION

Either player’s turn - Any phase
WHEN: Any phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
1 CP

CACHED ACQUISITION

Either player’s turn - Any phase
WHEN: Any phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
1 CP

CACHED ACQUISITION

Either player’s turn - Any phase
WHEN: Any phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
1 CP

CACHED ACQUISITION

Either player’s turn - Any phase
WHEN: Any phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
1 CP

CACHED ACQUISITION

Either player’s turn - Any phase
WHEN: Any phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that was just destroyed while it was within range of an objective marker you controlled. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
1 CP

INCENSE EXHAUSTS

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS MECHANICUS INFANTRY unit
from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ADEPTUS MECHANICUS SMOKE unit within 6" of it.

EFFECT: Until the end of the phase, both of those units have the Stealth ability and the Benefit of Cover.
1 CP

INCENSE EXHAUSTS

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS MECHANICUS INFANTRY unit
from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ADEPTUS MECHANICUS SMOKE unit within 6" of it.

EFFECT: Until the end of the phase, both of those units have the Stealth ability and the Benefit of Cover.
1 CP

INCENSE EXHAUSTS

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS MECHANICUS INFANTRY unit
from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ADEPTUS MECHANICUS SMOKE unit within 6" of it.

EFFECT: Until the end of the phase, both of those units have the Stealth ability and the Benefit of Cover.
1 CP

INCENSE EXHAUSTS

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS MECHANICUS INFANTRY unit
from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ADEPTUS MECHANICUS SMOKE unit within 6" of it.

EFFECT: Until the end of the phase, both of those units have the Stealth ability and the Benefit of Cover.
1 CP

INCENSE EXHAUSTS

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS MECHANICUS INFANTRY unit
from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ADEPTUS MECHANICUS SMOKE unit within 6" of it.

EFFECT: Until the end of the phase, both of those units have the Stealth ability and the Benefit of Cover.
1 CP

INCENSE EXHAUSTS

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS MECHANICUS INFANTRY unit
from your army that was selected as the target of one or more of the attacking unit’s attacks, and one friendly ADEPTUS MECHANICUS SMOKE unit within 6" of it.

EFFECT: Until the end of the phase, both of those units have the Stealth ability and the Benefit of Cover.
1 CP

INFOSLAVE SKULL

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One TECH-PRIEST model from your army and one objective marker within 24" of that model (excluding your Acquisition objective marker].

EFFECT: Until the start of your next Command phase, that objective marker is also considered to be one of your Acquisition objective markers for all rules purposes.
1 CP

INFOSLAVE SKULL

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One TECH-PRIEST model from your army and one objective marker within 24" of that model (excluding your Acquisition objective marker].

EFFECT: Until the start of your next Command phase, that objective marker is also considered to be one of your Acquisition objective markers for all rules purposes.
1 CP

INFOSLAVE SKULL

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One TECH-PRIEST model from your army and one objective marker within 24" of that model (excluding your Acquisition objective marker].

EFFECT: Until the start of your next Command phase, that objective marker is also considered to be one of your Acquisition objective markers for all rules purposes.
1 CP

INFOSLAVE SKULL

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One TECH-PRIEST model from your army and one objective marker within 24" of that model (excluding your Acquisition objective marker].

EFFECT: Until the start of your next Command phase, that objective marker is also considered to be one of your Acquisition objective markers for all rules purposes.
1 CP

INFOSLAVE SKULL

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One TECH-PRIEST model from your army and one objective marker within 24" of that model (excluding your Acquisition objective marker].

EFFECT: Until the start of your next Command phase, that objective marker is also considered to be one of your Acquisition objective markers for all rules purposes.
1 CP

INFOSLAVE SKULL

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One TECH-PRIEST model from your army and one objective marker within 24" of that model (excluding your Acquisition objective marker].

EFFECT: Until the start of your next Command phase, that objective marker is also considered to be one of your Acquisition objective markers for all rules purposes.
1 CP

PRIORITY RECLAMATION

Either player’s turn - Fight phase
WHEN: Fight phase, just before an ADEPTUS MECHANICUS unit from your army Consolidates.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move within range of your Acquisition objective marker.

RESTRICTIONS: You cannot target a unit with this Stratagem if it is within 3" of one or more enemy units.
1 CP

PRIORITY RECLAMATION

Either player’s turn - Fight phase
WHEN: Fight phase, just before an ADEPTUS MECHANICUS unit from your army Consolidates.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move within range of your Acquisition objective marker.

RESTRICTIONS: You cannot target a unit with this Stratagem if it is within 3" of one or more enemy units.
1 CP

PRIORITY RECLAMATION

Either player’s turn - Fight phase
WHEN: Fight phase, just before an ADEPTUS MECHANICUS unit from your army Consolidates.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move within range of your Acquisition objective marker.

RESTRICTIONS: You cannot target a unit with this Stratagem if it is within 3" of one or more enemy units.
1 CP

PRIORITY RECLAMATION

Either player’s turn - Fight phase
WHEN: Fight phase, just before an ADEPTUS MECHANICUS unit from your army Consolidates.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move within range of your Acquisition objective marker.

RESTRICTIONS: You cannot target a unit with this Stratagem if it is within 3" of one or more enemy units.
1 CP

PRIORITY RECLAMATION

Either player’s turn - Fight phase
WHEN: Fight phase, just before an ADEPTUS MECHANICUS unit from your army Consolidates.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move within range of your Acquisition objective marker.

RESTRICTIONS: You cannot target a unit with this Stratagem if it is within 3" of one or more enemy units.
1 CP

PRIORITY RECLAMATION

Either player’s turn - Fight phase
WHEN: Fight phase, just before an ADEPTUS MECHANICUS unit from your army Consolidates.

TARGET: That ADEPTUS MECHANICUS unit.

EFFECT: Until the end of the phase, each time a model in your unit makes a Consolidation move, it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move within range of your Acquisition objective marker.

RESTRICTIONS: You cannot target a unit with this Stratagem if it is within 3" of one or more enemy units.
1 CP

REACTIVE SAFEGUARD

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

TARGET: One ADEPTUS MECHANICUS INFANTRY
unit from your army within range of your Acquisition objective marker that was selected as a target of that charge, and one friendly ADEPTUS MECHANICUS TRANSPORT.

EFFECT: Your unit can embark within that TRANSPORT.

RESTRICTIONS: Every model in your unit must be within 3" of that TRANSPORT and there must be sufficient transport capacity to embark the entire unit.
1 CP

REACTIVE SAFEGUARD

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

TARGET: One ADEPTUS MECHANICUS INFANTRY
unit from your army within range of your Acquisition objective marker that was selected as a target of that charge, and one friendly ADEPTUS MECHANICUS TRANSPORT.

EFFECT: Your unit can embark within that TRANSPORT.

RESTRICTIONS: Every model in your unit must be within 3" of that TRANSPORT and there must be sufficient transport capacity to embark the entire unit.
1 CP

REACTIVE SAFEGUARD

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

TARGET: One ADEPTUS MECHANICUS INFANTRY
unit from your army within range of your Acquisition objective marker that was selected as a target of that charge, and one friendly ADEPTUS MECHANICUS TRANSPORT.

EFFECT: Your unit can embark within that TRANSPORT.

RESTRICTIONS: Every model in your unit must be within 3" of that TRANSPORT and there must be sufficient transport capacity to embark the entire unit.
1 CP

REACTIVE SAFEGUARD

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

TARGET: One ADEPTUS MECHANICUS INFANTRY
unit from your army within range of your Acquisition objective marker that was selected as a target of that charge, and one friendly ADEPTUS MECHANICUS TRANSPORT.

EFFECT: Your unit can embark within that TRANSPORT.

RESTRICTIONS: Every model in your unit must be within 3" of that TRANSPORT and there must be sufficient transport capacity to embark the entire unit.
1 CP

REACTIVE SAFEGUARD

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

TARGET: One ADEPTUS MECHANICUS INFANTRY
unit from your army within range of your Acquisition objective marker that was selected as a target of that charge, and one friendly ADEPTUS MECHANICUS TRANSPORT.

EFFECT: Your unit can embark within that TRANSPORT.

RESTRICTIONS: Every model in your unit must be within 3" of that TRANSPORT and there must be sufficient transport capacity to embark the entire unit.
1 CP

REACTIVE SAFEGUARD

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit has declared a charge.

TARGET: One ADEPTUS MECHANICUS INFANTRY
unit from your army within range of your Acquisition objective marker that was selected as a target of that charge, and one friendly ADEPTUS MECHANICUS TRANSPORT.

EFFECT: Your unit can embark within that TRANSPORT.

RESTRICTIONS: Every model in your unit must be within 3" of that TRANSPORT and there must be sufficient transport capacity to embark the entire unit.

Haloscreed Battle Clade →

1 CP

ANALYTICAL DIVINATION

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One Adeptus Mechanicus Infantry unit (excluding Kataphron units) from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to D6", or up to 6" instead if it is a HALO OVERRIDE unit.
1 CP

ANALYTICAL DIVINATION

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One Adeptus Mechanicus Infantry unit (excluding Kataphron units) from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to D6", or up to 6" instead if it is a HALO OVERRIDE unit.
1 CP

ANALYTICAL DIVINATION

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One Adeptus Mechanicus Infantry unit (excluding Kataphron units) from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to D6", or up to 6" instead if it is a HALO OVERRIDE unit.
1 CP

ANALYTICAL DIVINATION

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One Adeptus Mechanicus Infantry unit (excluding Kataphron units) from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to D6", or up to 6" instead if it is a HALO OVERRIDE unit.
1 CP

ANALYTICAL DIVINATION

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One Adeptus Mechanicus Infantry unit (excluding Kataphron units) from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to D6", or up to 6" instead if it is a HALO OVERRIDE unit.
1 CP

ANALYTICAL DIVINATION

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: One Adeptus Mechanicus Infantry unit (excluding Kataphron units) from your army that is within 9" of that enemy unit and not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Normal move of up to D6", or up to 6" instead if it is a HALO OVERRIDE unit.
1 CP

ERADICATION PROTOCOLS

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or 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, and, if it is a HALO OVERRIDE unit, re-roll a Hit roll of 1.
1 CP

ERADICATION PROTOCOLS

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or 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, and, if it is a HALO OVERRIDE unit, re-roll a Hit roll of 1.
1 CP

ERADICATION PROTOCOLS

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or 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, and, if it is a HALO OVERRIDE unit, re-roll a Hit roll of 1.
1 CP

ERADICATION PROTOCOLS

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or 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, and, if it is a HALO OVERRIDE unit, re-roll a Hit roll of 1.
1 CP

ERADICATION PROTOCOLS

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or 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, and, if it is a HALO OVERRIDE unit, re-roll a Hit roll of 1.
1 CP

ERADICATION PROTOCOLS

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or 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, and, if it is a HALO OVERRIDE unit, re-roll a Hit roll of 1.
1 CP

GUIDED RETREAT

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army makes a Fall Back move.

TARGET: That ADEPTUS MECHANICUS 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, and, if it is a HALO OVERRIDE unit, you can re-roll Desperate Escape tests taken for it.
1 CP

GUIDED RETREAT

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army makes a Fall Back move.

TARGET: That ADEPTUS MECHANICUS 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, and, if it is a HALO OVERRIDE unit, you can re-roll Desperate Escape tests taken for it.
1 CP

GUIDED RETREAT

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army makes a Fall Back move.

TARGET: That ADEPTUS MECHANICUS 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, and, if it is a HALO OVERRIDE unit, you can re-roll Desperate Escape tests taken for it.
1 CP

GUIDED RETREAT

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army makes a Fall Back move.

TARGET: That ADEPTUS MECHANICUS 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, and, if it is a HALO OVERRIDE unit, you can re-roll Desperate Escape tests taken for it.
1 CP

GUIDED RETREAT

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army makes a Fall Back move.

TARGET: That ADEPTUS MECHANICUS 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, and, if it is a HALO OVERRIDE unit, you can re-roll Desperate Escape tests taken for it.
1 CP

GUIDED RETREAT

Your turn - Movement phase
WHEN: Your Movement phase, just after an ADEPTUS MECHANICUS unit from your army makes a Fall Back move.

TARGET: That ADEPTUS MECHANICUS 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, and, if it is a HALO OVERRIDE unit, you can re-roll Desperate Escape tests taken for it.
1 CP

NEURAL OVERLOAD

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One ADEPTUS MECHANICUS unit from your army.

EFFECT: If your unit is a HALO OVERRIDE unit, it suffers D3 mortal wounds. Select one Override ability. Until the start of your next Command phase, that ability is active for your unit.

Designer’s Note: This means that if the targeted unit already has the HALO OVERRIDE keyword, it can be affected by multiple Override abilities at the same time, but suffers mortal wounds to do so. Alternatively, if your unit does not have the HALO OVERRIDE keyword, it instead has the chosen Override ability until the start of your next Command phase, but does not benefit from any other Override abilities that are active.
1 CP

NEURAL OVERLOAD

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One ADEPTUS MECHANICUS unit from your army.

EFFECT: If your unit is a HALO OVERRIDE unit, it suffers D3 mortal wounds. Select one Override ability. Until the start of your next Command phase, that ability is active for your unit.

Designer’s Note: This means that if the targeted unit already has the HALO OVERRIDE keyword, it can be affected by multiple Override abilities at the same time, but suffers mortal wounds to do so. Alternatively, if your unit does not have the HALO OVERRIDE keyword, it instead has the chosen Override ability until the start of your next Command phase, but does not benefit from any other Override abilities that are active.
1 CP

NEURAL OVERLOAD

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One ADEPTUS MECHANICUS unit from your army.

EFFECT: If your unit is a HALO OVERRIDE unit, it suffers D3 mortal wounds. Select one Override ability. Until the start of your next Command phase, that ability is active for your unit.

Designer’s Note: This means that if the targeted unit already has the HALO OVERRIDE keyword, it can be affected by multiple Override abilities at the same time, but suffers mortal wounds to do so. Alternatively, if your unit does not have the HALO OVERRIDE keyword, it instead has the chosen Override ability until the start of your next Command phase, but does not benefit from any other Override abilities that are active.
1 CP

NEURAL OVERLOAD

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One ADEPTUS MECHANICUS unit from your army.

EFFECT: If your unit is a HALO OVERRIDE unit, it suffers D3 mortal wounds. Select one Override ability. Until the start of your next Command phase, that ability is active for your unit.

Designer’s Note: This means that if the targeted unit already has the HALO OVERRIDE keyword, it can be affected by multiple Override abilities at the same time, but suffers mortal wounds to do so. Alternatively, if your unit does not have the HALO OVERRIDE keyword, it instead has the chosen Override ability until the start of your next Command phase, but does not benefit from any other Override abilities that are active.
1 CP

NEURAL OVERLOAD

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One ADEPTUS MECHANICUS unit from your army.

EFFECT: If your unit is a HALO OVERRIDE unit, it suffers D3 mortal wounds. Select one Override ability. Until the start of your next Command phase, that ability is active for your unit.

Designer’s Note: This means that if the targeted unit already has the HALO OVERRIDE keyword, it can be affected by multiple Override abilities at the same time, but suffers mortal wounds to do so. Alternatively, if your unit does not have the HALO OVERRIDE keyword, it instead has the chosen Override ability until the start of your next Command phase, but does not benefit from any other Override abilities that are active.
1 CP

NEURAL OVERLOAD

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One ADEPTUS MECHANICUS unit from your army.

EFFECT: If your unit is a HALO OVERRIDE unit, it suffers D3 mortal wounds. Select one Override ability. Until the start of your next Command phase, that ability is active for your unit.

Designer’s Note: This means that if the targeted unit already has the HALO OVERRIDE keyword, it can be affected by multiple Override abilities at the same time, but suffers mortal wounds to do so. Alternatively, if your unit does not have the HALO OVERRIDE keyword, it instead has the chosen Override ability until the start of your next Command phase, but does not benefit from any other Override abilities that are active.
1 CP

TARGETING OVERRIDE

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CP

TARGETING OVERRIDE

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CP

TARGETING OVERRIDE

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CP

TARGETING OVERRIDE

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CP

TARGETING OVERRIDE

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CP

TARGETING OVERRIDE

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.

Rad-Zone Corps →

2 CP

BALEFUL HALO

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS MECHANICUS unit from your army (excluding Vehicle units) that was selected as the target of one or more of that enemy unit’s attacks. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.

EFFECT: Until the end of the turn, each time an attack is made that targets your unit, subtract 1 from the Wound roll.
2 CP

BALEFUL HALO

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS MECHANICUS unit from your army (excluding Vehicle units) that was selected as the target of one or more of that enemy unit’s attacks. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.

EFFECT: Until the end of the turn, each time an attack is made that targets your unit, subtract 1 from the Wound roll.
2 CP

BALEFUL HALO

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS MECHANICUS unit from your army (excluding Vehicle units) that was selected as the target of one or more of that enemy unit’s attacks. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.

EFFECT: Until the end of the turn, each time an attack is made that targets your unit, subtract 1 from the Wound roll.
2 CP

BALEFUL HALO

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS MECHANICUS unit from your army (excluding Vehicle units) that was selected as the target of one or more of that enemy unit’s attacks. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.

EFFECT: Until the end of the turn, each time an attack is made that targets your unit, subtract 1 from the Wound roll.
2 CP

BALEFUL HALO

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS MECHANICUS unit from your army (excluding Vehicle units) that was selected as the target of one or more of that enemy unit’s attacks. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.

EFFECT: Until the end of the turn, each time an attack is made that targets your unit, subtract 1 from the Wound roll.
2 CP

BALEFUL HALO

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One ADEPTUS MECHANICUS unit from your army (excluding Vehicle units) that was selected as the target of one or more of that enemy unit’s attacks. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.

EFFECT: Until the end of the turn, each time an attack is made that targets your unit, subtract 1 from the Wound roll.
1 CP

EXTINCTION ORDER

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Tech-Priest model from your army and one objective marker within 24" of that model.

EFFECT: Roll one D6 for each enemy unit within range of that objective marker. On a 4+, that unit suffers 1 mortal wound and it must take a Battle-shock test.
1 CP

EXTINCTION ORDER

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Tech-Priest model from your army and one objective marker within 24" of that model.

EFFECT: Roll one D6 for each enemy unit within range of that objective marker. On a 4+, that unit suffers 1 mortal wound and it must take a Battle-shock test.
1 CP

EXTINCTION ORDER

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Tech-Priest model from your army and one objective marker within 24" of that model.

EFFECT: Roll one D6 for each enemy unit within range of that objective marker. On a 4+, that unit suffers 1 mortal wound and it must take a Battle-shock test.
1 CP

EXTINCTION ORDER

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Tech-Priest model from your army and one objective marker within 24" of that model.

EFFECT: Roll one D6 for each enemy unit within range of that objective marker. On a 4+, that unit suffers 1 mortal wound and it must take a Battle-shock test.
1 CP

EXTINCTION ORDER

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Tech-Priest model from your army and one objective marker within 24" of that model.

EFFECT: Roll one D6 for each enemy unit within range of that objective marker. On a 4+, that unit suffers 1 mortal wound and it must take a Battle-shock test.
1 CP

EXTINCTION ORDER

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One Tech-Priest model from your army and one objective marker within 24" of that model.

EFFECT: Roll one D6 for each enemy unit within range of that objective marker. On a 4+, that unit suffers 1 mortal wound and it must take a Battle-shock test.
1 CP

LETHAL DOSAGE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS MECHANICUS 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 [LETHAL HITS] ability.
1 CP

LETHAL DOSAGE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS MECHANICUS 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 [LETHAL HITS] ability.
1 CP

LETHAL DOSAGE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS MECHANICUS 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 [LETHAL HITS] ability.
1 CP

LETHAL DOSAGE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS MECHANICUS 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 [LETHAL HITS] ability.
1 CP

LETHAL DOSAGE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS MECHANICUS 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 [LETHAL HITS] ability.
1 CP

LETHAL DOSAGE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS MECHANICUS 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 [LETHAL HITS] ability.
1 CP

PRE-CALIBRATED PURGE SOLUTION

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.

EFFECT: Until the end of the phase, each time a model in one of those units makes a ranged attack, if the target of that attack is within your opponent’s deployment zone, you can re-roll the Hit roll.
1 CP

PRE-CALIBRATED PURGE SOLUTION

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.

EFFECT: Until the end of the phase, each time a model in one of those units makes a ranged attack, if the target of that attack is within your opponent’s deployment zone, you can re-roll the Hit roll.
1 CP

PRE-CALIBRATED PURGE SOLUTION

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.

EFFECT: Until the end of the phase, each time a model in one of those units makes a ranged attack, if the target of that attack is within your opponent’s deployment zone, you can re-roll the Hit roll.
1 CP

PRE-CALIBRATED PURGE SOLUTION

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.

EFFECT: Until the end of the phase, each time a model in one of those units makes a ranged attack, if the target of that attack is within your opponent’s deployment zone, you can re-roll the Hit roll.
1 CP

PRE-CALIBRATED PURGE SOLUTION

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.

EFFECT: Until the end of the phase, each time a model in one of those units makes a ranged attack, if the target of that attack is within your opponent’s deployment zone, you can re-roll the Hit roll.
1 CP

PRE-CALIBRATED PURGE SOLUTION

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One ADEPTUS MECHANICUS unit from your army that has not been selected to shoot this phase. If that unit is BATTLELINE, you can also target one friendly SKITARII unit (excluding BATTLELINE units) within 6" of it.

EFFECT: Until the end of the phase, each time a model in one of those units makes a ranged attack, if the target of that attack is within your opponent’s deployment zone, you can re-roll the Hit roll.