Stratagems (348)
General
1 CPBATTLEFIELD 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 CPBATTLEFIELD 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 CPBATTLEFIELD 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 CPBATTLEFIELD 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 CPBATTLEFIELD 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 CPBATTLEFIELD 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 CPBATTLEFIELD 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 CPBATTLEFIELD 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 CPBATTLEFIELD 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 CPBATTLEFIELD 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 CPBATTLEFIELD 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 CPBATTLEFIELD 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 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
1 CPEPIC 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 CPEPIC 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 CPEPIC 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 CPEPIC 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 CPEPIC 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 CPEPIC 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 CPEPIC 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 CPEPIC 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 CPEPIC 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 CPEPIC 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 CPEPIC 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 CPEPIC 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 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPHEROIC INTERVENTION
Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.
TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).
EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPINSANE BRAVERY
Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPRAPID INGRESS
Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPTANK SHOCK
Your turn - Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
1 CPFULL TILT
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One Imperial Knights unit from your army.
EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit, or 9" instead if your unit is an Armiger or Destrier unit.
1 CPFULL TILT
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One Imperial Knights unit from your army.
EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit, or 9" instead if your unit is an Armiger or Destrier unit.
1 CPFULL TILT
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One Imperial Knights unit from your army.
EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit, or 9" instead if your unit is an Armiger or Destrier unit.
1 CPFULL TILT
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One Imperial Knights unit from your army.
EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit, or 9" instead if your unit is an Armiger or Destrier unit.
1 CPFULL TILT
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One Imperial Knights unit from your army.
EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit, or 9" instead if your unit is an Armiger or Destrier unit.
1 CPFULL TILT
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One Imperial Knights unit from your army.
EFFECT: Until the end of the phase, if your unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit, or 9" instead if your unit is an Armiger or Destrier unit.
1 CPNOBLE SACRIFICE
Either player’s turn - Any phase
WHEN: Any phase.
TARGET: One Imperial Knights unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed.
EFFECT: Your unit’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 4+, adding 1 to the result if it is an Armiger unit, instead of only a 6.
1 CPNOBLE SACRIFICE
Either player’s turn - Any phase
WHEN: Any phase.
TARGET: One Imperial Knights unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed.
EFFECT: Your unit’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 4+, adding 1 to the result if it is an Armiger unit, instead of only a 6.
1 CPNOBLE SACRIFICE
Either player’s turn - Any phase
WHEN: Any phase.
TARGET: One Imperial Knights unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed.
EFFECT: Your unit’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 4+, adding 1 to the result if it is an Armiger unit, instead of only a 6.
1 CPNOBLE SACRIFICE
Either player’s turn - Any phase
WHEN: Any phase.
TARGET: One Imperial Knights unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed.
EFFECT: Your unit’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 4+, adding 1 to the result if it is an Armiger unit, instead of only a 6.
1 CPNOBLE SACRIFICE
Either player’s turn - Any phase
WHEN: Any phase.
TARGET: One Imperial Knights unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed.
EFFECT: Your unit’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 4+, adding 1 to the result if it is an Armiger unit, instead of only a 6.
1 CPNOBLE SACRIFICE
Either player’s turn - Any phase
WHEN: Any phase.
TARGET: One Imperial Knights unit from your army that was just destroyed. You can target that unit with this Stratagem even though it was just destroyed.
EFFECT: Your unit’s Deadly Demise ability inflicts mortal wounds on a D6 roll of 4+, adding 1 to the result if it is an Armiger unit, instead of only a 6.
1 CPPOINT‑BLANK BARRAGE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, when making ranged attacks with Blast weapons, models in your unit can target enemy units within Engagement Range of your unit (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, until the end of the phase, your unit does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units, but each time a model in your unit makes an attack with a Blast weapon that targets a unit within Engagement Range of your unit, on an unmodified Hit roll of 1, your unit suffers 1 mortal wound after all of its attacks have been resolved.
1 CPPOINT‑BLANK BARRAGE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, when making ranged attacks with Blast weapons, models in your unit can target enemy units within Engagement Range of your unit (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, until the end of the phase, your unit does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units, but each time a model in your unit makes an attack with a Blast weapon that targets a unit within Engagement Range of your unit, on an unmodified Hit roll of 1, your unit suffers 1 mortal wound after all of its attacks have been resolved.
1 CPPOINT‑BLANK BARRAGE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, when making ranged attacks with Blast weapons, models in your unit can target enemy units within Engagement Range of your unit (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, until the end of the phase, your unit does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units, but each time a model in your unit makes an attack with a Blast weapon that targets a unit within Engagement Range of your unit, on an unmodified Hit roll of 1, your unit suffers 1 mortal wound after all of its attacks have been resolved.
1 CPPOINT‑BLANK BARRAGE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, when making ranged attacks with Blast weapons, models in your unit can target enemy units within Engagement Range of your unit (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, until the end of the phase, your unit does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units, but each time a model in your unit makes an attack with a Blast weapon that targets a unit within Engagement Range of your unit, on an unmodified Hit roll of 1, your unit suffers 1 mortal wound after all of its attacks have been resolved.
1 CPPOINT‑BLANK BARRAGE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, when making ranged attacks with Blast weapons, models in your unit can target enemy units within Engagement Range of your unit (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, until the end of the phase, your unit does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units, but each time a model in your unit makes an attack with a Blast weapon that targets a unit within Engagement Range of your unit, on an unmodified Hit roll of 1, your unit suffers 1 mortal wound after all of its attacks have been resolved.
1 CPPOINT‑BLANK BARRAGE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, when making ranged attacks with Blast weapons, models in your unit can target enemy units within Engagement Range of your unit (provided no other friendly units are also within Engagement Range of that enemy unit). In addition, until the end of the phase, your unit does not suffer the penalty to its Hit rolls for being within Engagement Range of one or more enemy units, but each time a model in your unit makes an attack with a Blast weapon that targets a unit within Engagement Range of your unit, on an unmodified Hit roll of 1, your unit suffers 1 mortal wound after all of its attacks have been resolved.
1 CPSTRENGTH FROM EXILE
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Imperial Knights 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, if there are no other friendly units within 9" of your unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
1 CPSTRENGTH FROM EXILE
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Imperial Knights 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, if there are no other friendly units within 9" of your unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
1 CPSTRENGTH FROM EXILE
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Imperial Knights 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, if there are no other friendly units within 9" of your unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
1 CPSTRENGTH FROM EXILE
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Imperial Knights 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, if there are no other friendly units within 9" of your unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
1 CPSTRENGTH FROM EXILE
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Imperial Knights 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, if there are no other friendly units within 9" of your unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
1 CPSTRENGTH FROM EXILE
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Imperial Knights 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, if there are no other friendly units within 9" of your unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
1 CPSURVIVOR OF STRIFE
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
1 CPSURVIVOR OF STRIFE
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
1 CPSURVIVOR OF STRIFE
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
1 CPSURVIVOR OF STRIFE
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
1 CPSURVIVOR OF STRIFE
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
1 CPSURVIVOR OF STRIFE
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the Wound roll.
1 CPDRIVE THEM OUT!
Either player’s turn - Shooting phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Imperial Knights 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 that targets an enemy unit on your defensive line, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CPDRIVE THEM OUT!
Either player’s turn - Shooting phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Imperial Knights 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 that targets an enemy unit on your defensive line, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CPDRIVE THEM OUT!
Either player’s turn - Shooting phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Imperial Knights 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 that targets an enemy unit on your defensive line, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CPDRIVE THEM OUT!
Either player’s turn - Shooting phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Imperial Knights 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 that targets an enemy unit on your defensive line, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CPDRIVE THEM OUT!
Either player’s turn - Shooting phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Imperial Knights 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 that targets an enemy unit on your defensive line, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CPDRIVE THEM OUT!
Either player’s turn - Shooting phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Imperial Knights 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 that targets an enemy unit on your defensive line, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CPFORTRESS OF INTIMIDATION
Opponent’s turn - Charge phase
WHEN: Start of your opponent’s Charge phase.
TARGET: One Imperial Knights Titanic unit from your army that is on your defensive line.
EFFECT: Until the end of the phase, each time an enemy unit selects your unit as a target of a charge, that unit must take a Battle-shock test, subtracting 1 from the result.
1 CPFORTRESS OF INTIMIDATION
Opponent’s turn - Charge phase
WHEN: Start of your opponent’s Charge phase.
TARGET: One Imperial Knights Titanic unit from your army that is on your defensive line.
EFFECT: Until the end of the phase, each time an enemy unit selects your unit as a target of a charge, that unit must take a Battle-shock test, subtracting 1 from the result.
1 CPFORTRESS OF INTIMIDATION
Opponent’s turn - Charge phase
WHEN: Start of your opponent’s Charge phase.
TARGET: One Imperial Knights Titanic unit from your army that is on your defensive line.
EFFECT: Until the end of the phase, each time an enemy unit selects your unit as a target of a charge, that unit must take a Battle-shock test, subtracting 1 from the result.
1 CPFORTRESS OF INTIMIDATION
Opponent’s turn - Charge phase
WHEN: Start of your opponent’s Charge phase.
TARGET: One Imperial Knights Titanic unit from your army that is on your defensive line.
EFFECT: Until the end of the phase, each time an enemy unit selects your unit as a target of a charge, that unit must take a Battle-shock test, subtracting 1 from the result.
1 CPFORTRESS OF INTIMIDATION
Opponent’s turn - Charge phase
WHEN: Start of your opponent’s Charge phase.
TARGET: One Imperial Knights Titanic unit from your army that is on your defensive line.
EFFECT: Until the end of the phase, each time an enemy unit selects your unit as a target of a charge, that unit must take a Battle-shock test, subtracting 1 from the result.
1 CPFORTRESS OF INTIMIDATION
Opponent’s turn - Charge phase
WHEN: Start of your opponent’s Charge phase.
TARGET: One Imperial Knights Titanic unit from your army that is on your defensive line.
EFFECT: Until the end of the phase, each time an enemy unit selects your unit as a target of a charge, that unit must take a Battle-shock test, subtracting 1 from the result.
1 CPLANCEBREAKER
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks and is on your defensive line.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greaterthan the Toughness characteristic of your unit, subtract 1 from the Wound roll
1 CPLANCEBREAKER
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks and is on your defensive line.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greaterthan the Toughness characteristic of your unit, subtract 1 from the Wound roll
1 CPLANCEBREAKER
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks and is on your defensive line.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greaterthan the Toughness characteristic of your unit, subtract 1 from the Wound roll
1 CPLANCEBREAKER
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks and is on your defensive line.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greaterthan the Toughness characteristic of your unit, subtract 1 from the Wound roll
1 CPLANCEBREAKER
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks and is on your defensive line.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greaterthan the Toughness characteristic of your unit, subtract 1 from the Wound roll
1 CPLANCEBREAKER
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights unit from your army that was selected as the target of one or more of the attacking unit’s attacks and is on your defensive line.
EFFECT: Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greaterthan the Toughness characteristic of your unit, subtract 1 from the Wound roll
1 CPMARSHAL THE DEFENCE
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: Up to two Imperial Knights units from your army that have not been selected to move this phase.
EFFECT: Until the end of the phase, add 3" to the Move characteristic of models in your units.
1 CPMARSHAL THE DEFENCE
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: Up to two Imperial Knights units from your army that have not been selected to move this phase.
EFFECT: Until the end of the phase, add 3" to the Move characteristic of models in your units.
1 CPMARSHAL THE DEFENCE
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: Up to two Imperial Knights units from your army that have not been selected to move this phase.
EFFECT: Until the end of the phase, add 3" to the Move characteristic of models in your units.
1 CPMARSHAL THE DEFENCE
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: Up to two Imperial Knights units from your army that have not been selected to move this phase.
EFFECT: Until the end of the phase, add 3" to the Move characteristic of models in your units.
1 CPMARSHAL THE DEFENCE
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: Up to two Imperial Knights units from your army that have not been selected to move this phase.
EFFECT: Until the end of the phase, add 3" to the Move characteristic of models in your units.
1 CPMARSHAL THE DEFENCE
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: Up to two Imperial Knights units from your army that have not been selected to move this phase.
EFFECT: Until the end of the phase, add 3" to the Move characteristic of models in your units.
1 CPSTEADFAST SUPERIORITY
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Imperial Knights unit from your army that is within Engagement Range of one or more enemy units, that is on your defensive line and that has not already been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.
1 CPSTEADFAST SUPERIORITY
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Imperial Knights unit from your army that is within Engagement Range of one or more enemy units, that is on your defensive line and that has not already been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.
1 CPSTEADFAST SUPERIORITY
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Imperial Knights unit from your army that is within Engagement Range of one or more enemy units, that is on your defensive line and that has not already been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.
1 CPSTEADFAST SUPERIORITY
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Imperial Knights unit from your army that is within Engagement Range of one or more enemy units, that is on your defensive line and that has not already been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.
1 CPSTEADFAST SUPERIORITY
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Imperial Knights unit from your army that is within Engagement Range of one or more enemy units, that is on your defensive line and that has not already been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.
1 CPSTEADFAST SUPERIORITY
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Imperial Knights unit from your army that is within Engagement Range of one or more enemy units, that is on your defensive line and that has not already been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.
1 CPTITANIC BOMBARDMENT
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights Titanic unit from your army that Remained Stationary this turn, that is on your defensive line and that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 2] ability.
1 CPTITANIC BOMBARDMENT
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights Titanic unit from your army that Remained Stationary this turn, that is on your defensive line and that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 2] ability.
1 CPTITANIC BOMBARDMENT
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights Titanic unit from your army that Remained Stationary this turn, that is on your defensive line and that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 2] ability.
1 CPTITANIC BOMBARDMENT
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights Titanic unit from your army that Remained Stationary this turn, that is on your defensive line and that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 2] ability.
1 CPTITANIC BOMBARDMENT
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights Titanic unit from your army that Remained Stationary this turn, that is on your defensive line and that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 2] ability.
1 CPTITANIC BOMBARDMENT
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights Titanic unit from your army that Remained Stationary this turn, that is on your defensive line and that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 2] ability.
1 CPAGGRESSION BEGETS AGGRESSION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights unit from your army or one Imperial Knights Character unit from your army and one friendly Adeptus Mechanicus unit that is within 6" of that unit.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your units have the [ASSAULT] ability.
1 CPAGGRESSION BEGETS AGGRESSION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights unit from your army or one Imperial Knights Character unit from your army and one friendly Adeptus Mechanicus unit that is within 6" of that unit.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your units have the [ASSAULT] ability.
1 CPAGGRESSION BEGETS AGGRESSION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights unit from your army or one Imperial Knights Character unit from your army and one friendly Adeptus Mechanicus unit that is within 6" of that unit.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your units have the [ASSAULT] ability.
1 CPAGGRESSION BEGETS AGGRESSION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights unit from your army or one Imperial Knights Character unit from your army and one friendly Adeptus Mechanicus unit that is within 6" of that unit.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your units have the [ASSAULT] ability.
1 CPAGGRESSION BEGETS AGGRESSION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights unit from your army or one Imperial Knights Character unit from your army and one friendly Adeptus Mechanicus unit that is within 6" of that unit.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your units have the [ASSAULT] ability.
1 CPAGGRESSION BEGETS AGGRESSION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights unit from your army or one Imperial Knights Character unit from your army and one friendly Adeptus Mechanicus unit that is within 6" of that unit.
EFFECT: Until the end of the phase, ranged weapons equipped by models in your units have the [ASSAULT] ability.
1 CPBONDED IMPERATIVE
Your turn - Command phase
WHEN: Your Command phase, just before an Imperial Knights Character unit from your army uses a Bondsman ability.
TARGET: That IMPERIAL KNIGHTS CHARACTER unit.
EFFECT: When selecting targets for that use of that Bondsman ability, you can select one friendly Adeptus Mechanicus unit within 12" of your unit in addition, or instead of selecting one Armiger model. Until the start of your next Command phase, every model in that ADEPTUS MECHANICUS unit is affected by that Bondsman ability.
RESTRICTIONS: You cannot target a Knight Preceptor with this Stratagem.
1 CPBONDED IMPERATIVE
Your turn - Command phase
WHEN: Your Command phase, just before an Imperial Knights Character unit from your army uses a Bondsman ability.
TARGET: That IMPERIAL KNIGHTS CHARACTER unit.
EFFECT: When selecting targets for that use of that Bondsman ability, you can select one friendly Adeptus Mechanicus unit within 12" of your unit in addition, or instead of selecting one Armiger model. Until the start of your next Command phase, every model in that ADEPTUS MECHANICUS unit is affected by that Bondsman ability.
RESTRICTIONS: You cannot target a Knight Preceptor with this Stratagem.
1 CPBONDED IMPERATIVE
Your turn - Command phase
WHEN: Your Command phase, just before an Imperial Knights Character unit from your army uses a Bondsman ability.
TARGET: That IMPERIAL KNIGHTS CHARACTER unit.
EFFECT: When selecting targets for that use of that Bondsman ability, you can select one friendly Adeptus Mechanicus unit within 12" of your unit in addition, or instead of selecting one Armiger model. Until the start of your next Command phase, every model in that ADEPTUS MECHANICUS unit is affected by that Bondsman ability.
RESTRICTIONS: You cannot target a Knight Preceptor with this Stratagem.
1 CPBONDED IMPERATIVE
Your turn - Command phase
WHEN: Your Command phase, just before an Imperial Knights Character unit from your army uses a Bondsman ability.
TARGET: That IMPERIAL KNIGHTS CHARACTER unit.
EFFECT: When selecting targets for that use of that Bondsman ability, you can select one friendly Adeptus Mechanicus unit within 12" of your unit in addition, or instead of selecting one Armiger model. Until the start of your next Command phase, every model in that ADEPTUS MECHANICUS unit is affected by that Bondsman ability.
RESTRICTIONS: You cannot target a Knight Preceptor with this Stratagem.
1 CPBONDED IMPERATIVE
Your turn - Command phase
WHEN: Your Command phase, just before an Imperial Knights Character unit from your army uses a Bondsman ability.
TARGET: That IMPERIAL KNIGHTS CHARACTER unit.
EFFECT: When selecting targets for that use of that Bondsman ability, you can select one friendly Adeptus Mechanicus unit within 12" of your unit in addition, or instead of selecting one Armiger model. Until the start of your next Command phase, every model in that ADEPTUS MECHANICUS unit is affected by that Bondsman ability.
RESTRICTIONS: You cannot target a Knight Preceptor with this Stratagem.
1 CPBONDED IMPERATIVE
Your turn - Command phase
WHEN: Your Command phase, just before an Imperial Knights Character unit from your army uses a Bondsman ability.
TARGET: That IMPERIAL KNIGHTS CHARACTER unit.
EFFECT: When selecting targets for that use of that Bondsman ability, you can select one friendly Adeptus Mechanicus unit within 12" of your unit in addition, or instead of selecting one Armiger model. Until the start of your next Command phase, every model in that ADEPTUS MECHANICUS unit is affected by that Bondsman ability.
RESTRICTIONS: You cannot target a Knight Preceptor with this Stratagem.
1 CPMACHINE FOCUS
Your turn - Command phase
WHEN: Your Command phase.
TARGET: One Imperial Knights unit from your army.
EFFECT: Until the start of your next turn, your unit
can ignore any or all modifiers to the following: the Weapon Skill or Ballistic Skill characteristics of weapons equipped by its models; any Hit roll or Wound roll made for it.
1 CPMACHINE FOCUS
Your turn - Command phase
WHEN: Your Command phase.
TARGET: One Imperial Knights unit from your army.
EFFECT: Until the start of your next turn, your unit
can ignore any or all modifiers to the following: the Weapon Skill or Ballistic Skill characteristics of weapons equipped by its models; any Hit roll or Wound roll made for it.
1 CPMACHINE FOCUS
Your turn - Command phase
WHEN: Your Command phase.
TARGET: One Imperial Knights unit from your army.
EFFECT: Until the start of your next turn, your unit
can ignore any or all modifiers to the following: the Weapon Skill or Ballistic Skill characteristics of weapons equipped by its models; any Hit roll or Wound roll made for it.
1 CPMACHINE FOCUS
Your turn - Command phase
WHEN: Your Command phase.
TARGET: One Imperial Knights unit from your army.
EFFECT: Until the start of your next turn, your unit
can ignore any or all modifiers to the following: the Weapon Skill or Ballistic Skill characteristics of weapons equipped by its models; any Hit roll or Wound roll made for it.
1 CPMACHINE FOCUS
Your turn - Command phase
WHEN: Your Command phase.
TARGET: One Imperial Knights unit from your army.
EFFECT: Until the start of your next turn, your unit
can ignore any or all modifiers to the following: the Weapon Skill or Ballistic Skill characteristics of weapons equipped by its models; any Hit roll or Wound roll made for it.
1 CPMACHINE FOCUS
Your turn - Command phase
WHEN: Your Command phase.
TARGET: One Imperial Knights unit from your army.
EFFECT: Until the start of your next turn, your unit
can ignore any or all modifiers to the following: the Weapon Skill or Ballistic Skill characteristics of weapons equipped by its models; any Hit roll or Wound roll made for it.
1 CPOMNISSIAH’S GRACE
Either player’s turn - Any phase
WHEN: Any phase, just after a mortal wound is allocated to an Imperial Knights or Adeptus Mechanicus unit from your army.
TARGET: That IMPERIAL KNIGHTS or ADEPTUS MECHANICUS unit.
EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
1 CPOMNISSIAH’S GRACE
Either player’s turn - Any phase
WHEN: Any phase, just after a mortal wound is allocated to an Imperial Knights or Adeptus Mechanicus unit from your army.
TARGET: That IMPERIAL KNIGHTS or ADEPTUS MECHANICUS unit.
EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
1 CPOMNISSIAH’S GRACE
Either player’s turn - Any phase
WHEN: Any phase, just after a mortal wound is allocated to an Imperial Knights or Adeptus Mechanicus unit from your army.
TARGET: That IMPERIAL KNIGHTS or ADEPTUS MECHANICUS unit.
EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
1 CPOMNISSIAH’S GRACE
Either player’s turn - Any phase
WHEN: Any phase, just after a mortal wound is allocated to an Imperial Knights or Adeptus Mechanicus unit from your army.
TARGET: That IMPERIAL KNIGHTS or ADEPTUS MECHANICUS unit.
EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
1 CPOMNISSIAH’S GRACE
Either player’s turn - Any phase
WHEN: Any phase, just after a mortal wound is allocated to an Imperial Knights or Adeptus Mechanicus unit from your army.
TARGET: That IMPERIAL KNIGHTS or ADEPTUS MECHANICUS unit.
EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
1 CPOMNISSIAH’S GRACE
Either player’s turn - Any phase
WHEN: Any phase, just after a mortal wound is allocated to an Imperial Knights or Adeptus Mechanicus unit from your army.
TARGET: That IMPERIAL KNIGHTS or ADEPTUS MECHANICUS unit.
EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability against mortal wounds.
1 CPTHRONEGHEIST FURY
Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit is set up or ends a Normal, Advance, or Fall Back move.
TARGET: One Imperial Knights Titanic unit from your army that is within 24" of and visible to that enemy unit.
EFFECT: Select one ranged weapon equipped by a model in your unit. That model can shoot at that enemy unit (and only if it is an eligible target). When doing so, that model can only make attacks with that weapon and each time it 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.
1 CPTHRONEGHEIST FURY
Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit is set up or ends a Normal, Advance, or Fall Back move.
TARGET: One Imperial Knights Titanic unit from your army that is within 24" of and visible to that enemy unit.
EFFECT: Select one ranged weapon equipped by a model in your unit. That model can shoot at that enemy unit (and only if it is an eligible target). When doing so, that model can only make attacks with that weapon and each time it 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.
1 CPTHRONEGHEIST FURY
Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit is set up or ends a Normal, Advance, or Fall Back move.
TARGET: One Imperial Knights Titanic unit from your army that is within 24" of and visible to that enemy unit.
EFFECT: Select one ranged weapon equipped by a model in your unit. That model can shoot at that enemy unit (and only if it is an eligible target). When doing so, that model can only make attacks with that weapon and each time it 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.
1 CPTHRONEGHEIST FURY
Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit is set up or ends a Normal, Advance, or Fall Back move.
TARGET: One Imperial Knights Titanic unit from your army that is within 24" of and visible to that enemy unit.
EFFECT: Select one ranged weapon equipped by a model in your unit. That model can shoot at that enemy unit (and only if it is an eligible target). When doing so, that model can only make attacks with that weapon and each time it 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.
1 CPTHRONEGHEIST FURY
Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit is set up or ends a Normal, Advance, or Fall Back move.
TARGET: One Imperial Knights Titanic unit from your army that is within 24" of and visible to that enemy unit.
EFFECT: Select one ranged weapon equipped by a model in your unit. That model can shoot at that enemy unit (and only if it is an eligible target). When doing so, that model can only make attacks with that weapon and each time it 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.
1 CPTHRONEGHEIST FURY
Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit is set up or ends a Normal, Advance, or Fall Back move.
TARGET: One Imperial Knights Titanic unit from your army that is within 24" of and visible to that enemy unit.
EFFECT: Select one ranged weapon equipped by a model in your unit. That model can shoot at that enemy unit (and only if it is an eligible target). When doing so, that model can only make attacks with that weapon and each time it 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.
1 CPVENGEANCE OF THE MACHINE CULT
Either player’s turn - Any phase
WHEN: Any phase.
TARGET: One Imperial Knights unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.
EFFECT: Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time an Adeptus Mechanicus model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability.
1 CPVENGEANCE OF THE MACHINE CULT
Either player’s turn - Any phase
WHEN: Any phase.
TARGET: One Imperial Knights unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.
EFFECT: Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time an Adeptus Mechanicus model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability.
1 CPVENGEANCE OF THE MACHINE CULT
Either player’s turn - Any phase
WHEN: Any phase.
TARGET: One Imperial Knights unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.
EFFECT: Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time an Adeptus Mechanicus model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability.
1 CPVENGEANCE OF THE MACHINE CULT
Either player’s turn - Any phase
WHEN: Any phase.
TARGET: One Imperial Knights unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.
EFFECT: Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time an Adeptus Mechanicus model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability.
1 CPVENGEANCE OF THE MACHINE CULT
Either player’s turn - Any phase
WHEN: Any phase.
TARGET: One Imperial Knights unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.
EFFECT: Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time an Adeptus Mechanicus model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability.
1 CPVENGEANCE OF THE MACHINE CULT
Either player’s turn - Any phase
WHEN: Any phase.
TARGET: One Imperial Knights unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.
EFFECT: Until the end of the battle, the enemy unit that destroyed your unit is Marked. Each time an Adeptus Mechanicus model from your army makes an attack that targets a Marked unit, that attack has the [LETHAL HITS] ability.
1 CPCOURAGEOUS STAND
Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights Titanic 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, models in your unit have the Feel No Pain 6+ ability.
1 CPCOURAGEOUS STAND
Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights Titanic 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, models in your unit have the Feel No Pain 6+ ability.
1 CPCOURAGEOUS STAND
Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights Titanic 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, models in your unit have the Feel No Pain 6+ ability.
1 CPCOURAGEOUS STAND
Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights Titanic 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, models in your unit have the Feel No Pain 6+ ability.
1 CPCOURAGEOUS STAND
Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights Titanic 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, models in your unit have the Feel No Pain 6+ ability.
1 CPCOURAGEOUS STAND
Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights Titanic 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, models in your unit have the Feel No Pain 6+ ability.
1 CPDRIVEN BY THE PAST
Your turn - Charge phase
WHEN: Your Charge phase.
TARGET: One Imperial Knights Titanic unit from your army.
EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
1 CPDRIVEN BY THE PAST
Your turn - Charge phase
WHEN: Your Charge phase.
TARGET: One Imperial Knights Titanic unit from your army.
EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
1 CPDRIVEN BY THE PAST
Your turn - Charge phase
WHEN: Your Charge phase.
TARGET: One Imperial Knights Titanic unit from your army.
EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
1 CPDRIVEN BY THE PAST
Your turn - Charge phase
WHEN: Your Charge phase.
TARGET: One Imperial Knights Titanic unit from your army.
EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
1 CPDRIVEN BY THE PAST
Your turn - Charge phase
WHEN: Your Charge phase.
TARGET: One Imperial Knights Titanic unit from your army.
EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
1 CPDRIVEN BY THE PAST
Your turn - Charge phase
WHEN: Your Charge phase.
TARGET: One Imperial Knights Titanic unit from your army.
EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced.
1 CPHERO’S TREAD
Your turn - Command phase
WHEN: End of your Command phase.
TARGET: One Imperial Knights Titanic model from your army that is within range of an objective marker you control.
EFFECT: Your Level of Control over that objective marker is 5 (unless it would otherwise be higher), until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CPHERO’S TREAD
Your turn - Command phase
WHEN: End of your Command phase.
TARGET: One Imperial Knights Titanic model from your army that is within range of an objective marker you control.
EFFECT: Your Level of Control over that objective marker is 5 (unless it would otherwise be higher), until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CPHERO’S TREAD
Your turn - Command phase
WHEN: End of your Command phase.
TARGET: One Imperial Knights Titanic model from your army that is within range of an objective marker you control.
EFFECT: Your Level of Control over that objective marker is 5 (unless it would otherwise be higher), until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CPHERO’S TREAD
Your turn - Command phase
WHEN: End of your Command phase.
TARGET: One Imperial Knights Titanic model from your army that is within range of an objective marker you control.
EFFECT: Your Level of Control over that objective marker is 5 (unless it would otherwise be higher), until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CPHERO’S TREAD
Your turn - Command phase
WHEN: End of your Command phase.
TARGET: One Imperial Knights Titanic model from your army that is within range of an objective marker you control.
EFFECT: Your Level of Control over that objective marker is 5 (unless it would otherwise be higher), until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CPHERO’S TREAD
Your turn - Command phase
WHEN: End of your Command phase.
TARGET: One Imperial Knights Titanic model from your army that is within range of an objective marker you control.
EFFECT: Your Level of Control over that objective marker is 5 (unless it would otherwise be higher), until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
1 CPMOMENT OF GLORY
Either player’s turn - Fight phase
WHEN: Fight phase, just before an Imperial Knights Titanic unit from your army Consolidates.
TARGET: That IMPERIAL KNIGHTS TITANIC unit.
EFFECT: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" provided your unit can end that move within Engagement Range of one or more enemy units.
1 CPMOMENT OF GLORY
Either player’s turn - Fight phase
WHEN: Fight phase, just before an Imperial Knights Titanic unit from your army Consolidates.
TARGET: That IMPERIAL KNIGHTS TITANIC unit.
EFFECT: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" provided your unit can end that move within Engagement Range of one or more enemy units.
1 CPMOMENT OF GLORY
Either player’s turn - Fight phase
WHEN: Fight phase, just before an Imperial Knights Titanic unit from your army Consolidates.
TARGET: That IMPERIAL KNIGHTS TITANIC unit.
EFFECT: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" provided your unit can end that move within Engagement Range of one or more enemy units.
1 CPMOMENT OF GLORY
Either player’s turn - Fight phase
WHEN: Fight phase, just before an Imperial Knights Titanic unit from your army Consolidates.
TARGET: That IMPERIAL KNIGHTS TITANIC unit.
EFFECT: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" provided your unit can end that move within Engagement Range of one or more enemy units.
1 CPMOMENT OF GLORY
Either player’s turn - Fight phase
WHEN: Fight phase, just before an Imperial Knights Titanic unit from your army Consolidates.
TARGET: That IMPERIAL KNIGHTS TITANIC unit.
EFFECT: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" provided your unit can end that move within Engagement Range of one or more enemy units.
1 CPMOMENT OF GLORY
Either player’s turn - Fight phase
WHEN: Fight phase, just before an Imperial Knights Titanic unit from your army Consolidates.
TARGET: That IMPERIAL KNIGHTS TITANIC unit.
EFFECT: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" provided your unit can end that move within Engagement Range of one or more enemy units.
1 CPTITANIC DUEL
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Imperial Knights Titanic model from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time your model makes an attack that targets a MONSTER, TITANIC or WALKER unit, add 1 to the Hit roll and add 1 to the Wound roll.
1 CPTITANIC DUEL
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Imperial Knights Titanic model from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time your model makes an attack that targets a MONSTER, TITANIC or WALKER unit, add 1 to the Hit roll and add 1 to the Wound roll.
1 CPTITANIC DUEL
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Imperial Knights Titanic model from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time your model makes an attack that targets a MONSTER, TITANIC or WALKER unit, add 1 to the Hit roll and add 1 to the Wound roll.
1 CPTITANIC DUEL
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Imperial Knights Titanic model from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time your model makes an attack that targets a MONSTER, TITANIC or WALKER unit, add 1 to the Hit roll and add 1 to the Wound roll.
1 CPTITANIC DUEL
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Imperial Knights Titanic model from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time your model makes an attack that targets a MONSTER, TITANIC or WALKER unit, add 1 to the Hit roll and add 1 to the Wound roll.
1 CPTITANIC DUEL
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Imperial Knights Titanic model from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time your model makes an attack that targets a MONSTER, TITANIC or WALKER unit, add 1 to the Hit roll and add 1 to the Wound roll.
2 CPUNSTOPPABLE WARRIOR
Your turn - Movement phase
WHEN: Your Movement phase, just after an Imperial Knights Titanic unit from your army Falls Back.
TARGET: That IMPERIAL KNIGHTS TITANIC 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.
2 CPUNSTOPPABLE WARRIOR
Your turn - Movement phase
WHEN: Your Movement phase, just after an Imperial Knights Titanic unit from your army Falls Back.
TARGET: That IMPERIAL KNIGHTS TITANIC 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.
2 CPUNSTOPPABLE WARRIOR
Your turn - Movement phase
WHEN: Your Movement phase, just after an Imperial Knights Titanic unit from your army Falls Back.
TARGET: That IMPERIAL KNIGHTS TITANIC 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.
2 CPUNSTOPPABLE WARRIOR
Your turn - Movement phase
WHEN: Your Movement phase, just after an Imperial Knights Titanic unit from your army Falls Back.
TARGET: That IMPERIAL KNIGHTS TITANIC 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.
2 CPUNSTOPPABLE WARRIOR
Your turn - Movement phase
WHEN: Your Movement phase, just after an Imperial Knights Titanic unit from your army Falls Back.
TARGET: That IMPERIAL KNIGHTS TITANIC 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.
2 CPUNSTOPPABLE WARRIOR
Your turn - Movement phase
WHEN: Your Movement phase, just after an Imperial Knights Titanic unit from your army Falls Back.
TARGET: That IMPERIAL KNIGHTS TITANIC unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
1 CPEXEMPLAR’S WISDOM
Your turn - Shooting phase
WHEN: Your Shooting phase, just after an Imperial Knights Titanic model from your army has shot.
TARGET: That IMPERIAL KNIGHTS TITANIC model, and one or more friendly Armiger models affected by that model’s Bondsman ability.
EFFECT: Select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1.
1 CPEXEMPLAR’S WISDOM
Your turn - Shooting phase
WHEN: Your Shooting phase, just after an Imperial Knights Titanic model from your army has shot.
TARGET: That IMPERIAL KNIGHTS TITANIC model, and one or more friendly Armiger models affected by that model’s Bondsman ability.
EFFECT: Select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1.
1 CPEXEMPLAR’S WISDOM
Your turn - Shooting phase
WHEN: Your Shooting phase, just after an Imperial Knights Titanic model from your army has shot.
TARGET: That IMPERIAL KNIGHTS TITANIC model, and one or more friendly Armiger models affected by that model’s Bondsman ability.
EFFECT: Select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1.
1 CPEXEMPLAR’S WISDOM
Your turn - Shooting phase
WHEN: Your Shooting phase, just after an Imperial Knights Titanic model from your army has shot.
TARGET: That IMPERIAL KNIGHTS TITANIC model, and one or more friendly Armiger models affected by that model’s Bondsman ability.
EFFECT: Select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1.
1 CPEXEMPLAR’S WISDOM
Your turn - Shooting phase
WHEN: Your Shooting phase, just after an Imperial Knights Titanic model from your army has shot.
TARGET: That IMPERIAL KNIGHTS TITANIC model, and one or more friendly Armiger models affected by that model’s Bondsman ability.
EFFECT: Select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1.
1 CPEXEMPLAR’S WISDOM
Your turn - Shooting phase
WHEN: Your Shooting phase, just after an Imperial Knights Titanic model from your army has shot.
TARGET: That IMPERIAL KNIGHTS TITANIC model, and one or more friendly Armiger models affected by that model’s Bondsman ability.
EFFECT: Select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1.
1 CPMANTLE OF THE MENTOR
Your turn - Shooting phase
WHEN: Start of your Shooting phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: Until the end of the phase, your ARMIGER models are eligible to shoot in a turn in which they Fell Back.
1 CPMANTLE OF THE MENTOR
Your turn - Shooting phase
WHEN: Start of your Shooting phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: Until the end of the phase, your ARMIGER models are eligible to shoot in a turn in which they Fell Back.
1 CPMANTLE OF THE MENTOR
Your turn - Shooting phase
WHEN: Start of your Shooting phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: Until the end of the phase, your ARMIGER models are eligible to shoot in a turn in which they Fell Back.
1 CPMANTLE OF THE MENTOR
Your turn - Shooting phase
WHEN: Start of your Shooting phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: Until the end of the phase, your ARMIGER models are eligible to shoot in a turn in which they Fell Back.
1 CPMANTLE OF THE MENTOR
Your turn - Shooting phase
WHEN: Start of your Shooting phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: Until the end of the phase, your ARMIGER models are eligible to shoot in a turn in which they Fell Back.
1 CPMANTLE OF THE MENTOR
Your turn - Shooting phase
WHEN: Start of your Shooting phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: Until the end of the phase, your ARMIGER models are eligible to shoot in a turn in which they Fell Back.
1 CPSQUIRES OFTHE HUNT
Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: For each of your ARMIGER models that is within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units, remove that ARMIGER model from the battlefield and place it into Strategic Reserves.
1 CPSQUIRES OFTHE HUNT
Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: For each of your ARMIGER models that is within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units, remove that ARMIGER model from the battlefield and place it into Strategic Reserves.
1 CPSQUIRES OFTHE HUNT
Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: For each of your ARMIGER models that is within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units, remove that ARMIGER model from the battlefield and place it into Strategic Reserves.
1 CPSQUIRES OFTHE HUNT
Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: For each of your ARMIGER models that is within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units, remove that ARMIGER model from the battlefield and place it into Strategic Reserves.
1 CPSQUIRES OFTHE HUNT
Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: For each of your ARMIGER models that is within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units, remove that ARMIGER model from the battlefield and place it into Strategic Reserves.
1 CPSQUIRES OFTHE HUNT
Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: For each of your ARMIGER models that is within 9" of one or more battlefield edges and not within Engagement Range of one or more enemy units, remove that ARMIGER model from the battlefield and place it into Strategic Reserves.
1 CPTHIN THEIR RANKS
Your turn - Shooting phase
WHEN: Start of your Shooting phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: Until the end of the phase, ranged weapons equipped by your ARMIGER models have the [RAPID FIRE 1] ability.
1 CPTHIN THEIR RANKS
Your turn - Shooting phase
WHEN: Start of your Shooting phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: Until the end of the phase, ranged weapons equipped by your ARMIGER models have the [RAPID FIRE 1] ability.
1 CPTHIN THEIR RANKS
Your turn - Shooting phase
WHEN: Start of your Shooting phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: Until the end of the phase, ranged weapons equipped by your ARMIGER models have the [RAPID FIRE 1] ability.
1 CPTHIN THEIR RANKS
Your turn - Shooting phase
WHEN: Start of your Shooting phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: Until the end of the phase, ranged weapons equipped by your ARMIGER models have the [RAPID FIRE 1] ability.
1 CPTHIN THEIR RANKS
Your turn - Shooting phase
WHEN: Start of your Shooting phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: Until the end of the phase, ranged weapons equipped by your ARMIGER models have the [RAPID FIRE 1] ability.
1 CPTHIN THEIR RANKS
Your turn - Shooting phase
WHEN: Start of your Shooting phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: Until the end of the phase, ranged weapons equipped by your ARMIGER models have the [RAPID FIRE 1] ability.
1 CPVIRTUE OF COURAGE
Either player’s turn - Fight phase
WHEN: Start of the Fight phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: Select one enemy unit. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, add 1 to the Hit roll.
1 CPVIRTUE OF COURAGE
Either player’s turn - Fight phase
WHEN: Start of the Fight phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: Select one enemy unit. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, add 1 to the Hit roll.
1 CPVIRTUE OF COURAGE
Either player’s turn - Fight phase
WHEN: Start of the Fight phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: Select one enemy unit. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, add 1 to the Hit roll.
1 CPVIRTUE OF COURAGE
Either player’s turn - Fight phase
WHEN: Start of the Fight phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: Select one enemy unit. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, add 1 to the Hit roll.
1 CPVIRTUE OF COURAGE
Either player’s turn - Fight phase
WHEN: Start of the Fight phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: Select one enemy unit. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, add 1 to the Hit roll.
1 CPVIRTUE OF COURAGE
Either player’s turn - Fight phase
WHEN: Start of the Fight phase.
TARGET: One Armiger model from your army, or one Imperial Knights Titanic model from your army, and one or more friendly ARMIGER models affected by that model’s Bondsman ability.
EFFECT: Select one enemy unit. Until the end of the phase, each time one of your ARMIGER models makes an attack that targets that enemy unit, add 1 to the Hit roll.
2 CPFULL TILT
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One Imperial Knights unit from your army that has not been selected to move this phase.
EFFECT: Until the end of the phase, add 2" to the Move characteristic of your models and add 2 to Advance rolls made for those model’s units.
2 CPFULL TILT
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One Imperial Knights unit from your army that has not been selected to move this phase.
EFFECT: Until the end of the phase, add 2" to the Move characteristic of your models and add 2 to Advance rolls made for those model’s units.
2 CPFULL TILT
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One Imperial Knights unit from your army that has not been selected to move this phase.
EFFECT: Until the end of the phase, add 2" to the Move characteristic of your models and add 2 to Advance rolls made for those model’s units.
2 CPFULL TILT
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One Imperial Knights unit from your army that has not been selected to move this phase.
EFFECT: Until the end of the phase, add 2" to the Move characteristic of your models and add 2 to Advance rolls made for those model’s units.
2 CPFULL TILT
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One Imperial Knights unit from your army that has not been selected to move this phase.
EFFECT: Until the end of the phase, add 2" to the Move characteristic of your models and add 2 to Advance rolls made for those model’s units.
2 CPFULL TILT
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One Imperial Knights unit from your army that has not been selected to move this phase.
EFFECT: Until the end of the phase, add 2" to the Move characteristic of your models and add 2 to Advance rolls made for those model’s units.
1 CPROTATE ION SHIELDS
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights 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, models in your unit have a 4+ invulnerable save.
1 CPROTATE ION SHIELDS
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights 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, models in your unit have a 4+ invulnerable save.
1 CPROTATE ION SHIELDS
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights 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, models in your unit have a 4+ invulnerable save.
1 CPROTATE ION SHIELDS
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights 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, models in your unit have a 4+ invulnerable save.
1 CPROTATE ION SHIELDS
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights 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, models in your unit have a 4+ invulnerable save.
1 CPROTATE ION SHIELDS
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Imperial Knights 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, models in your unit have a 4+ invulnerable save.
1 CPRUN THEM THROUGH!
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Imperial Knights unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, melee weapons equipped by your models have the [LANCE] ability.
1 CPRUN THEM THROUGH!
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Imperial Knights unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, melee weapons equipped by your models have the [LANCE] ability.
1 CPRUN THEM THROUGH!
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Imperial Knights unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, melee weapons equipped by your models have the [LANCE] ability.
1 CPRUN THEM THROUGH!
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Imperial Knights unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, melee weapons equipped by your models have the [LANCE] ability.
1 CPRUN THEM THROUGH!
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Imperial Knights unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, melee weapons equipped by your models have the [LANCE] ability.
1 CPRUN THEM THROUGH!
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Imperial Knights unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, melee weapons equipped by your models have the [LANCE] ability.
1 CPTACTICAL FOIL
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 Imperial Knights model from your army that is within 9" of that unit.
EFFECT: Your model can make a Normal move of up to D6".
1 CPTACTICAL FOIL
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 Imperial Knights model from your army that is within 9" of that unit.
EFFECT: Your model can make a Normal move of up to D6".
1 CPTACTICAL FOIL
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 Imperial Knights model from your army that is within 9" of that unit.
EFFECT: Your model can make a Normal move of up to D6".
1 CPTACTICAL FOIL
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 Imperial Knights model from your army that is within 9" of that unit.
EFFECT: Your model can make a Normal move of up to D6".
1 CPTACTICAL FOIL
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 Imperial Knights model from your army that is within 9" of that unit.
EFFECT: Your model can make a Normal move of up to D6".
1 CPTACTICAL FOIL
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 Imperial Knights model from your army that is within 9" of that unit.
EFFECT: Your model can make a Normal move of up to D6".
1 CPTHUNDERSTOMP
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Imperial Knights model from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, the Attacks characteristic of any armoured Feet melee weapons equipped by your model is 8, the Attacks characteristic of any titanic Feet melee weapons equipped by your model is 12, and improve the Armour Penetration characteristic of those weapons by 1.
1 CPTHUNDERSTOMP
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Imperial Knights model from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, the Attacks characteristic of any armoured Feet melee weapons equipped by your model is 8, the Attacks characteristic of any titanic Feet melee weapons equipped by your model is 12, and improve the Armour Penetration characteristic of those weapons by 1.
1 CPTHUNDERSTOMP
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Imperial Knights model from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, the Attacks characteristic of any armoured Feet melee weapons equipped by your model is 8, the Attacks characteristic of any titanic Feet melee weapons equipped by your model is 12, and improve the Armour Penetration characteristic of those weapons by 1.
1 CPTHUNDERSTOMP
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Imperial Knights model from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, the Attacks characteristic of any armoured Feet melee weapons equipped by your model is 8, the Attacks characteristic of any titanic Feet melee weapons equipped by your model is 12, and improve the Armour Penetration characteristic of those weapons by 1.
1 CPTHUNDERSTOMP
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Imperial Knights model from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, the Attacks characteristic of any armoured Feet melee weapons equipped by your model is 8, the Attacks characteristic of any titanic Feet melee weapons equipped by your model is 12, and improve the Armour Penetration characteristic of those weapons by 1.
1 CPTHUNDERSTOMP
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Imperial Knights model from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, the Attacks characteristic of any armoured Feet melee weapons equipped by your model is 8, the Attacks characteristic of any titanic Feet melee weapons equipped by your model is 12, and improve the Armour Penetration characteristic of those weapons by 1.
1 CPVOW OF RETRIBUTION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by your models have the [LETHAL HITS] ability.
1 CPVOW OF RETRIBUTION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by your models have the [LETHAL HITS] ability.
1 CPVOW OF RETRIBUTION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by your models have the [LETHAL HITS] ability.
1 CPVOW OF RETRIBUTION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by your models have the [LETHAL HITS] ability.
1 CPVOW OF RETRIBUTION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by your models have the [LETHAL HITS] ability.
1 CPVOW OF RETRIBUTION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One Imperial Knights unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, ranged weapons equipped by your models have the [LETHAL HITS] ability.