Stratagems (228)
General
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
1 CPCOMMAND RE-ROLL
Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
2 CPCOUNTER-OFFENSIVE
Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPEXPLOSIVE CLEARANCE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that has not been selected to shoot this phase.
EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CPFIRE OVERWATCH
Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.
TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CPFIRE OVERWATCH
Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.
TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CPFIRE OVERWATCH
Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.
TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CPFIRE OVERWATCH
Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.
TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CPFIRE OVERWATCH
Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.
TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CPFIRE OVERWATCH
Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.
TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CPFIRE OVERWATCH
Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.
TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CPFIRE OVERWATCH
Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.
TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CPFIRE OVERWATCH
Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.
TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CPFIRE OVERWATCH
Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.
TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CPFIRE OVERWATCH
Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.
TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 CPFIRE OVERWATCH
Opponent’s turn - Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.
TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1 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 CPALIEN EXPERTISE
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One T’AU EMPIRE unit from your army.
EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced. If it is a Kroot or Vespid Stingwings unit, until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced as well.
1 CPALIEN EXPERTISE
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One T’AU EMPIRE unit from your army.
EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced. If it is a Kroot or Vespid Stingwings unit, until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced as well.
1 CPALIEN EXPERTISE
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One T’AU EMPIRE unit from your army.
EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced. If it is a Kroot or Vespid Stingwings unit, until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced as well.
1 CPALIEN EXPERTISE
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One T’AU EMPIRE unit from your army.
EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced. If it is a Kroot or Vespid Stingwings unit, until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced as well.
1 CPALIEN EXPERTISE
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One T’AU EMPIRE unit from your army.
EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced. If it is a Kroot or Vespid Stingwings unit, until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced as well.
1 CPALIEN EXPERTISE
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One T’AU EMPIRE unit from your army.
EFFECT: Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced. If it is a Kroot or Vespid Stingwings unit, until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced as well.
1 CPEXPERIMENTAL MODIFICATIONS
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Kroot or Vespid Stingwings unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1.
1 CPEXPERIMENTAL MODIFICATIONS
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Kroot or Vespid Stingwings unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1.
1 CPEXPERIMENTAL MODIFICATIONS
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Kroot or Vespid Stingwings unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1.
1 CPEXPERIMENTAL MODIFICATIONS
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Kroot or Vespid Stingwings unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1.
1 CPEXPERIMENTAL MODIFICATIONS
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Kroot or Vespid Stingwings unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1.
1 CPEXPERIMENTAL MODIFICATIONS
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Kroot or Vespid Stingwings unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1.
1 CPINTERLOCKING MANOUEVRES
Either player’s turn - Fight phase
WHEN: End of the Fight phase.
TARGET: One T’AU EMPIRE unit from your army that was eligible to fight this phase.
EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". Otherwise, your unit can make a Fall Back move. It cannot embark within a Transport at the end of this move if it disembarked from a TRANSPORT this turn.
1 CPINTERLOCKING MANOUEVRES
Either player’s turn - Fight phase
WHEN: End of the Fight phase.
TARGET: One T’AU EMPIRE unit from your army that was eligible to fight this phase.
EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". Otherwise, your unit can make a Fall Back move. It cannot embark within a Transport at the end of this move if it disembarked from a TRANSPORT this turn.
1 CPINTERLOCKING MANOUEVRES
Either player’s turn - Fight phase
WHEN: End of the Fight phase.
TARGET: One T’AU EMPIRE unit from your army that was eligible to fight this phase.
EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". Otherwise, your unit can make a Fall Back move. It cannot embark within a Transport at the end of this move if it disembarked from a TRANSPORT this turn.
1 CPINTERLOCKING MANOUEVRES
Either player’s turn - Fight phase
WHEN: End of the Fight phase.
TARGET: One T’AU EMPIRE unit from your army that was eligible to fight this phase.
EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". Otherwise, your unit can make a Fall Back move. It cannot embark within a Transport at the end of this move if it disembarked from a TRANSPORT this turn.
1 CPINTERLOCKING MANOUEVRES
Either player’s turn - Fight phase
WHEN: End of the Fight phase.
TARGET: One T’AU EMPIRE unit from your army that was eligible to fight this phase.
EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". Otherwise, your unit can make a Fall Back move. It cannot embark within a Transport at the end of this move if it disembarked from a TRANSPORT this turn.
1 CPINTERLOCKING MANOUEVRES
Either player’s turn - Fight phase
WHEN: End of the Fight phase.
TARGET: One T’AU EMPIRE unit from your army that was eligible to fight this phase.
EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 6". Otherwise, your unit can make a Fall Back move. It cannot embark within a Transport at the end of this move if it disembarked from a TRANSPORT this turn.
1 CPMULTISENSORY SCANNING
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If it is a Kroot or Vespid Stingwings unit, you can re-roll the Wound roll instead.
1 CPMULTISENSORY SCANNING
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If it is a Kroot or Vespid Stingwings unit, you can re-roll the Wound roll instead.
1 CPMULTISENSORY SCANNING
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If it is a Kroot or Vespid Stingwings unit, you can re-roll the Wound roll instead.
1 CPMULTISENSORY SCANNING
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If it is a Kroot or Vespid Stingwings unit, you can re-roll the Wound roll instead.
1 CPMULTISENSORY SCANNING
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If it is a Kroot or Vespid Stingwings unit, you can re-roll the Wound roll instead.
1 CPMULTISENSORY SCANNING
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1. If it is a Kroot or Vespid Stingwings unit, you can re-roll the Wound roll instead.
1 CPPHEROMONE WAYPOINTS
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One Kroot or Vespid Stingwings unit from your army that has not been selected to move this phase.
EFFECT: Until the end of the phase, each time 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.
1 CPPHEROMONE WAYPOINTS
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One Kroot or Vespid Stingwings unit from your army that has not been selected to move this phase.
EFFECT: Until the end of the phase, each time 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.
1 CPPHEROMONE WAYPOINTS
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One Kroot or Vespid Stingwings unit from your army that has not been selected to move this phase.
EFFECT: Until the end of the phase, each time 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.
1 CPPHEROMONE WAYPOINTS
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One Kroot or Vespid Stingwings unit from your army that has not been selected to move this phase.
EFFECT: Until the end of the phase, each time 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.
1 CPPHEROMONE WAYPOINTS
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One Kroot or Vespid Stingwings unit from your army that has not been selected to move this phase.
EFFECT: Until the end of the phase, each time 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.
1 CPPHEROMONE WAYPOINTS
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One Kroot or Vespid Stingwings unit from your army that has not been selected to move this phase.
EFFECT: Until the end of the phase, each time 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.
1 CPEXPERIMENTAL AMMUNITION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Select one of the following to apply to your unit until the end of the phase:
- Improve the Strength characteristic of ranged weapons equipped by models in your unit by 1.
- Improve the Strength and Armour Penetration characteristics of ranged weapons equipped by models in your unit by 1, and those weapons have the [HAZARDOUS] ability.
RESTRICTIONS: You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase.
1 CPEXPERIMENTAL AMMUNITION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Select one of the following to apply to your unit until the end of the phase:
- Improve the Strength characteristic of ranged weapons equipped by models in your unit by 1.
- Improve the Strength and Armour Penetration characteristics of ranged weapons equipped by models in your unit by 1, and those weapons have the [HAZARDOUS] ability.
RESTRICTIONS: You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase.
1 CPEXPERIMENTAL AMMUNITION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Select one of the following to apply to your unit until the end of the phase:
- Improve the Strength characteristic of ranged weapons equipped by models in your unit by 1.
- Improve the Strength and Armour Penetration characteristics of ranged weapons equipped by models in your unit by 1, and those weapons have the [HAZARDOUS] ability.
RESTRICTIONS: You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase.
1 CPEXPERIMENTAL AMMUNITION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Select one of the following to apply to your unit until the end of the phase:
- Improve the Strength characteristic of ranged weapons equipped by models in your unit by 1.
- Improve the Strength and Armour Penetration characteristics of ranged weapons equipped by models in your unit by 1, and those weapons have the [HAZARDOUS] ability.
RESTRICTIONS: You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase.
1 CPEXPERIMENTAL AMMUNITION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Select one of the following to apply to your unit until the end of the phase:
- Improve the Strength characteristic of ranged weapons equipped by models in your unit by 1.
- Improve the Strength and Armour Penetration characteristics of ranged weapons equipped by models in your unit by 1, and those weapons have the [HAZARDOUS] ability.
RESTRICTIONS: You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase.
1 CPEXPERIMENTAL AMMUNITION
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Select one of the following to apply to your unit until the end of the phase:
- Improve the Strength characteristic of ranged weapons equipped by models in your unit by 1.
- Improve the Strength and Armour Penetration characteristics of ranged weapons equipped by models in your unit by 1, and those weapons have the [HAZARDOUS] ability.
RESTRICTIONS: You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase.
1 CPEXPERIMENTAL WEAPONRY
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time you roll one or more dice to determine the number of attacks made with a weapon equipped by a model in your unit, you can re-roll the result.
1 CPEXPERIMENTAL WEAPONRY
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time you roll one or more dice to determine the number of attacks made with a weapon equipped by a model in your unit, you can re-roll the result.
1 CPEXPERIMENTAL WEAPONRY
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time you roll one or more dice to determine the number of attacks made with a weapon equipped by a model in your unit, you can re-roll the result.
1 CPEXPERIMENTAL WEAPONRY
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time you roll one or more dice to determine the number of attacks made with a weapon equipped by a model in your unit, you can re-roll the result.
1 CPEXPERIMENTAL WEAPONRY
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time you roll one or more dice to determine the number of attacks made with a weapon equipped by a model in your unit, you can re-roll the result.
1 CPEXPERIMENTAL WEAPONRY
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time you roll one or more dice to determine the number of attacks made with a weapon equipped by a model in your unit, you can re-roll the result.
1 CPTHREAT ASSESSMENT ANALYSER
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Select the [SUSTAINED HITS 1] or [LETHAL HITS] ability. Until the end of the phase, ranged weapons equipped by models in your unit have the selected ability. You can instead select the [SUSTAINED HITS 1], [LETHAL HITS] and [HAZARDOUS] abilities to apply to those weapons until the end of the phase.
RESTRICTIONS: You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase.
1 CPTHREAT ASSESSMENT ANALYSER
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Select the [SUSTAINED HITS 1] or [LETHAL HITS] ability. Until the end of the phase, ranged weapons equipped by models in your unit have the selected ability. You can instead select the [SUSTAINED HITS 1], [LETHAL HITS] and [HAZARDOUS] abilities to apply to those weapons until the end of the phase.
RESTRICTIONS: You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase.
1 CPTHREAT ASSESSMENT ANALYSER
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Select the [SUSTAINED HITS 1] or [LETHAL HITS] ability. Until the end of the phase, ranged weapons equipped by models in your unit have the selected ability. You can instead select the [SUSTAINED HITS 1], [LETHAL HITS] and [HAZARDOUS] abilities to apply to those weapons until the end of the phase.
RESTRICTIONS: You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase.
1 CPTHREAT ASSESSMENT ANALYSER
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Select the [SUSTAINED HITS 1] or [LETHAL HITS] ability. Until the end of the phase, ranged weapons equipped by models in your unit have the selected ability. You can instead select the [SUSTAINED HITS 1], [LETHAL HITS] and [HAZARDOUS] abilities to apply to those weapons until the end of the phase.
RESTRICTIONS: You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase.
1 CPTHREAT ASSESSMENT ANALYSER
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Select the [SUSTAINED HITS 1] or [LETHAL HITS] ability. Until the end of the phase, ranged weapons equipped by models in your unit have the selected ability. You can instead select the [SUSTAINED HITS 1], [LETHAL HITS] and [HAZARDOUS] abilities to apply to those weapons until the end of the phase.
RESTRICTIONS: You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase.
1 CPTHREAT ASSESSMENT ANALYSER
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Select the [SUSTAINED HITS 1] or [LETHAL HITS] ability. Until the end of the phase, ranged weapons equipped by models in your unit have the selected ability. You can instead select the [SUSTAINED HITS 1], [LETHAL HITS] and [HAZARDOUS] abilities to apply to those weapons until the end of the phase.
RESTRICTIONS: You cannot target the same unit with the Experimental Ammunition and Threat Assessment Analyser Stratagems in the same phase.
1 CPA TEMPTING TRAP
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. The first time you use this Stratagem, you must also select one objective marker that is not in your opponent’s deployment zone; until the end of the battle, this becomes your Trap objective marker.
EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within range of your Trap objective marker, add 1 to the Wound roll.
RESTRICTIONS: You cannot use this Stratagem during the first or second battle rounds.
1 CPA TEMPTING TRAP
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. The first time you use this Stratagem, you must also select one objective marker that is not in your opponent’s deployment zone; until the end of the battle, this becomes your Trap objective marker.
EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within range of your Trap objective marker, add 1 to the Wound roll.
RESTRICTIONS: You cannot use this Stratagem during the first or second battle rounds.
1 CPA TEMPTING TRAP
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. The first time you use this Stratagem, you must also select one objective marker that is not in your opponent’s deployment zone; until the end of the battle, this becomes your Trap objective marker.
EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within range of your Trap objective marker, add 1 to the Wound roll.
RESTRICTIONS: You cannot use this Stratagem during the first or second battle rounds.
1 CPA TEMPTING TRAP
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. The first time you use this Stratagem, you must also select one objective marker that is not in your opponent’s deployment zone; until the end of the battle, this becomes your Trap objective marker.
EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within range of your Trap objective marker, add 1 to the Wound roll.
RESTRICTIONS: You cannot use this Stratagem during the first or second battle rounds.
1 CPA TEMPTING TRAP
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. The first time you use this Stratagem, you must also select one objective marker that is not in your opponent’s deployment zone; until the end of the battle, this becomes your Trap objective marker.
EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within range of your Trap objective marker, add 1 to the Wound roll.
RESTRICTIONS: You cannot use this Stratagem during the first or second battle rounds.
1 CPA TEMPTING TRAP
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase. The first time you use this Stratagem, you must also select one objective marker that is not in your opponent’s deployment zone; until the end of the battle, this becomes your Trap objective marker.
EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within range of your Trap objective marker, add 1 to the Wound roll.
RESTRICTIONS: You cannot use this Stratagem during the first or second battle rounds.
1 CPCOORDINATE TO ENGAGE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has just been selected as an Observer unit (see For the Greater Good).
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if your unit has the Markerlight keyword, that attack has the [IGNORES COVER] ability.
1 CPCOORDINATE TO ENGAGE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has just been selected as an Observer unit (see For the Greater Good).
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if your unit has the Markerlight keyword, that attack has the [IGNORES COVER] ability.
1 CPCOORDINATE TO ENGAGE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has just been selected as an Observer unit (see For the Greater Good).
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if your unit has the Markerlight keyword, that attack has the [IGNORES COVER] ability.
1 CPCOORDINATE TO ENGAGE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has just been selected as an Observer unit (see For the Greater Good).
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if your unit has the Markerlight keyword, that attack has the [IGNORES COVER] ability.
1 CPCOORDINATE TO ENGAGE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has just been selected as an Observer unit (see For the Greater Good).
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if your unit has the Markerlight keyword, that attack has the [IGNORES COVER] ability.
1 CPCOORDINATE TO ENGAGE
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has just been selected as an Observer unit (see For the Greater Good).
EFFECT: Until the end of the phase, each time a model in your unit makes an attack that targets their Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if your unit has the Markerlight keyword, that attack has the [IGNORES COVER] ability.
1 CPPOINT-BLANK AMBUSH
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within 9", improve the Armour Penetration characteristic of that attack by 1.
RESTRICTIONS: You cannot use this Stratagem during the first or second battle rounds.
1 CPPOINT-BLANK AMBUSH
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within 9", improve the Armour Penetration characteristic of that attack by 1.
RESTRICTIONS: You cannot use this Stratagem during the first or second battle rounds.
1 CPPOINT-BLANK AMBUSH
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within 9", improve the Armour Penetration characteristic of that attack by 1.
RESTRICTIONS: You cannot use this Stratagem during the first or second battle rounds.
1 CPPOINT-BLANK AMBUSH
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within 9", improve the Armour Penetration characteristic of that attack by 1.
RESTRICTIONS: You cannot use this Stratagem during the first or second battle rounds.
1 CPPOINT-BLANK AMBUSH
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within 9", improve the Armour Penetration characteristic of that attack by 1.
RESTRICTIONS: You cannot use this Stratagem during the first or second battle rounds.
1 CPPOINT-BLANK AMBUSH
Your turn - Shooting phase
WHEN: Your Shooting phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to shoot this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a ranged attack that targets an enemy unit within 9", improve the Armour Penetration characteristic of that attack by 1.
RESTRICTIONS: You cannot use this Stratagem during the first or second battle rounds.
1 CPA TRAP WELL LAID
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Kroot unit from your army that has not been selected to shoot or fight this phase.
EFFECT: After your unit has resolved its attacks this phase, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a KROOT model from your army makes an attack that targets that enemy unit, unless the attacking unit is Battle-shocked, improve the Armour Penetration characteristic of that attack by 1.
1 CPA TRAP WELL LAID
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Kroot unit from your army that has not been selected to shoot or fight this phase.
EFFECT: After your unit has resolved its attacks this phase, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a KROOT model from your army makes an attack that targets that enemy unit, unless the attacking unit is Battle-shocked, improve the Armour Penetration characteristic of that attack by 1.
1 CPA TRAP WELL LAID
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Kroot unit from your army that has not been selected to shoot or fight this phase.
EFFECT: After your unit has resolved its attacks this phase, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a KROOT model from your army makes an attack that targets that enemy unit, unless the attacking unit is Battle-shocked, improve the Armour Penetration characteristic of that attack by 1.
1 CPA TRAP WELL LAID
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Kroot unit from your army that has not been selected to shoot or fight this phase.
EFFECT: After your unit has resolved its attacks this phase, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a KROOT model from your army makes an attack that targets that enemy unit, unless the attacking unit is Battle-shocked, improve the Armour Penetration characteristic of that attack by 1.
1 CPA TRAP WELL LAID
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Kroot unit from your army that has not been selected to shoot or fight this phase.
EFFECT: After your unit has resolved its attacks this phase, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a KROOT model from your army makes an attack that targets that enemy unit, unless the attacking unit is Battle-shocked, improve the Armour Penetration characteristic of that attack by 1.
1 CPA TRAP WELL LAID
Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.
TARGET: One Kroot unit from your army that has not been selected to shoot or fight this phase.
EFFECT: After your unit has resolved its attacks this phase, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a KROOT model from your army makes an attack that targets that enemy unit, unless the attacking unit is Battle-shocked, improve the Armour Penetration characteristic of that attack by 1.
1 CPGUERRILLA WARRIORS
Your turn - Movement phase
WHEN: Your Movement phase, just after a Kroot unit from your army Falls Back.
TARGET: That KROOT unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge.
1 CPGUERRILLA WARRIORS
Your turn - Movement phase
WHEN: Your Movement phase, just after a Kroot unit from your army Falls Back.
TARGET: That KROOT unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge.
1 CPGUERRILLA WARRIORS
Your turn - Movement phase
WHEN: Your Movement phase, just after a Kroot unit from your army Falls Back.
TARGET: That KROOT unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge.
1 CPGUERRILLA WARRIORS
Your turn - Movement phase
WHEN: Your Movement phase, just after a Kroot unit from your army Falls Back.
TARGET: That KROOT unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge.
1 CPGUERRILLA WARRIORS
Your turn - Movement phase
WHEN: Your Movement phase, just after a Kroot unit from your army Falls Back.
TARGET: That KROOT unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge.
1 CPGUERRILLA WARRIORS
Your turn - Movement phase
WHEN: Your Movement phase, just after a Kroot unit from your army Falls Back.
TARGET: That KROOT unit.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge.
1 CPHIDDEN HUNTERS
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Kroot 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, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
1 CPHIDDEN HUNTERS
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Kroot 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, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
1 CPHIDDEN HUNTERS
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Kroot 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, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
1 CPHIDDEN HUNTERS
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Kroot 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, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
1 CPHIDDEN HUNTERS
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Kroot 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, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
1 CPHIDDEN HUNTERS
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One Kroot 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, your unit can only be selected as the target of a ranged attack if the attacking model is within 18".
1 CPTHE GRISLY FEAST
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Kroot unit from your army that destroyed one or more enemy units this phase.
EFFECT: In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.
1 CPTHE GRISLY FEAST
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Kroot unit from your army that destroyed one or more enemy units this phase.
EFFECT: In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.
1 CPTHE GRISLY FEAST
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Kroot unit from your army that destroyed one or more enemy units this phase.
EFFECT: In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.
1 CPTHE GRISLY FEAST
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Kroot unit from your army that destroyed one or more enemy units this phase.
EFFECT: In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.
1 CPTHE GRISLY FEAST
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Kroot unit from your army that destroyed one or more enemy units this phase.
EFFECT: In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.
1 CPTHE GRISLY FEAST
Either player’s turn - Fight phase
WHEN: Fight phase.
TARGET: One Kroot unit from your army that destroyed one or more enemy units this phase.
EFFECT: In your opponent’s next Command phase, each enemy unit within 6" of your unit must take a Battle-shock test. If the unit taking that test is Below Half-strength, subtract 1 from that test. Enemy units affected by this Stratagem do not need to take any other Battle-shock tests in the same phase.
1 CPAGGRESSIVE MOBILITY
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to move this phase.
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.
1 CPAGGRESSIVE MOBILITY
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to move this phase.
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.
1 CPAGGRESSIVE MOBILITY
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to move this phase.
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.
1 CPAGGRESSIVE MOBILITY
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to move this phase.
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.
1 CPAGGRESSIVE MOBILITY
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to move this phase.
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.
1 CPAGGRESSIVE MOBILITY
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One T’AU EMPIRE unit from your army that has not been selected to move this phase.
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.
2 CPCOUNTERFIRE DEFENCE SYSTEMS
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One T’AU EMPIRE 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 is allocated to your unit, subtract 1 from the Damage characteristic of that attack.
2 CPCOUNTERFIRE DEFENCE SYSTEMS
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One T’AU EMPIRE 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 is allocated to your unit, subtract 1 from the Damage characteristic of that attack.
2 CPCOUNTERFIRE DEFENCE SYSTEMS
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One T’AU EMPIRE 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 is allocated to your unit, subtract 1 from the Damage characteristic of that attack.
2 CPCOUNTERFIRE DEFENCE SYSTEMS
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One T’AU EMPIRE 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 is allocated to your unit, subtract 1 from the Damage characteristic of that attack.
2 CPCOUNTERFIRE DEFENCE SYSTEMS
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One T’AU EMPIRE 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 is allocated to your unit, subtract 1 from the Damage characteristic of that attack.
2 CPCOUNTERFIRE DEFENCE SYSTEMS
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One T’AU EMPIRE 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 is allocated to your unit, subtract 1 from the Damage characteristic of that attack.
1 CPFOCUSED FIRE
Your turn - Shooting phase
WHEN: Start of your Shooting phase.
TARGET: Two T’AU EMPIRE units from your army that have not been selected to shoot this phase, and one enemy unit.
EFFECT: Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, improve the Armour Penetration characteristic by 1.
RESTRICTIONS: You cannot use this Stratagem during the fourth or fifth battle rounds.
1 CPFOCUSED FIRE
Your turn - Shooting phase
WHEN: Start of your Shooting phase.
TARGET: Two T’AU EMPIRE units from your army that have not been selected to shoot this phase, and one enemy unit.
EFFECT: Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, improve the Armour Penetration characteristic by 1.
RESTRICTIONS: You cannot use this Stratagem during the fourth or fifth battle rounds.
1 CPFOCUSED FIRE
Your turn - Shooting phase
WHEN: Start of your Shooting phase.
TARGET: Two T’AU EMPIRE units from your army that have not been selected to shoot this phase, and one enemy unit.
EFFECT: Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, improve the Armour Penetration characteristic by 1.
RESTRICTIONS: You cannot use this Stratagem during the fourth or fifth battle rounds.
1 CPFOCUSED FIRE
Your turn - Shooting phase
WHEN: Start of your Shooting phase.
TARGET: Two T’AU EMPIRE units from your army that have not been selected to shoot this phase, and one enemy unit.
EFFECT: Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, improve the Armour Penetration characteristic by 1.
RESTRICTIONS: You cannot use this Stratagem during the fourth or fifth battle rounds.
1 CPFOCUSED FIRE
Your turn - Shooting phase
WHEN: Start of your Shooting phase.
TARGET: Two T’AU EMPIRE units from your army that have not been selected to shoot this phase, and one enemy unit.
EFFECT: Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, improve the Armour Penetration characteristic by 1.
RESTRICTIONS: You cannot use this Stratagem during the fourth or fifth battle rounds.
1 CPFOCUSED FIRE
Your turn - Shooting phase
WHEN: Start of your Shooting phase.
TARGET: Two T’AU EMPIRE units from your army that have not been selected to shoot this phase, and one enemy unit.
EFFECT: Until the end of the phase, each time a model in either of your units makes an attack, it can only target that enemy unit (and only if it is an eligible target for that attack), and when resolving that attack, improve the Armour Penetration characteristic by 1.
RESTRICTIONS: You cannot use this Stratagem during the fourth or fifth battle rounds.