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Serberys Raiders

Adeptus Mechanicus
MODELMTSVINVWLDOC
Serberys Raiders 12" 4 4+ 5 2 7+ 2

Ranged & Melee Weapons

WEAPONRANGEABS/WSSAPD
Galvanic carbine devastating wounds 18 3 4 4 0 1
Mechanicus pistol devastating wounds, pistol 12 1 4 6 -1 1
Cavalry sabre and clawed limbs Melee 4 4 4 -1 1

Abilities

[Core] 9"

Tactica Obliqua [Datasheet]

    Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can do one of the following:
    • Make a Normal move of up to D6".
    • Make a Normal move of up to 6", provided every model in this unit ends that move wholly within 6" of one or more friendly Adeptus Mechanicus Battleline units.

    [Faction]

    Enhanced data-tether [Wargear]

    Each time you select the bearer’s unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP.

    Unit Composition & Points

    1 Serberys Raider Alpha

    2-5 Serberys Raiders

    3 models 60 pts
    6 models 120 pts

    Wargear Options

    1 Serberys Raider can be equipped with 1 enhanced data-tether.

    KEYWORDS: Imperium Mounted Serberys Raiders Skitarii
    FACTION KEYWORDS: Adeptus Mechanicus
    Detachment Abilities (5)

    Eradication Cohort →

    Murderous Imperative

    The Skitarii fighting in a focused clade all but vibrate with the inloaded need to kill. This manife
    Each time a model in a Skitarii unit from your army makes an attack:
    • If the Protector Imperative is active for that unit, re-roll a Hit roll of 1.
    • If the Conqueror Imperative is active for that unit, re-roll a Wound roll of 1.

    Explorator Maniple →

    Acquisition At Any Cost

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

    Haloscreed Battle Clade →

    Noospheric Transference

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

    Rad-Zone Corps →

    Rad-bombardment

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

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

    Skitarii Hunter Cohort →

    Stealth Optimisation

    Hunter Cohorts combine a mastery of stealth warfare and cogitational analysis with stealth screen pr
    SKITARII INFANTRY, SKITARII MOUNTED and IRONSTRIDER BALLISTARII units from your army have the Stealth ability, and each time a ranged attack targets a SICARIAN unit from your army, unless the attacking model is within 12", the target has the Benefit of Cover against that attack.
    Stratagems (234)

    General

    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw.
    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw.
    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw.
    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw.
    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw.
    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw.
    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw.
    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw.
    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw.
    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw.
    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw.
    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw.
    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
    1 CP

    COMMAND RE-ROLL

    Either player’s turn - Any phase
    WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

    TARGET: That unit or model from your army.

    EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    2 CP

    COUNTER-OFFENSIVE

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

    TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

    EFFECT: Your unit fights next.
    1 CP

    EXPLOSIVE CLEARANCE

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

    EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
    1 CP

    EXPLOSIVE CLEARANCE

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

    EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
    1 CP

    EXPLOSIVE CLEARANCE

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

    EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
    1 CP

    EXPLOSIVE CLEARANCE

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

    EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
    1 CP

    EXPLOSIVE CLEARANCE

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

    EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
    1 CP

    EXPLOSIVE CLEARANCE

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

    EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
    1 CP

    EXPLOSIVE CLEARANCE

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

    EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
    1 CP

    EXPLOSIVE CLEARANCE

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

    EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
    1 CP

    EXPLOSIVE CLEARANCE

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

    EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
    1 CP

    EXPLOSIVE CLEARANCE

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

    EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
    1 CP

    EXPLOSIVE CLEARANCE

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

    EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
    1 CP

    EXPLOSIVE CLEARANCE

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

    EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
    1 CP

    FIRE OVERWATCH

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

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

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

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

    FIRE OVERWATCH

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

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

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

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

    FIRE OVERWATCH

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

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

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

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

    FIRE OVERWATCH

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

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

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

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

    FIRE OVERWATCH

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

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

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

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

    FIRE OVERWATCH

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

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

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

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

    FIRE OVERWATCH

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

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

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

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

    FIRE OVERWATCH

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

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

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

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

    FIRE OVERWATCH

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

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

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

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

    FIRE OVERWATCH

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

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

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

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

    FIRE OVERWATCH

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

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

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

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

    FIRE OVERWATCH

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

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

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

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

    HEROIC INTERVENTION

    Opponent’s turn - Charge phase
    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
    1 CP

    HEROIC INTERVENTION

    Opponent’s turn - Charge phase
    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
    1 CP

    HEROIC INTERVENTION

    Opponent’s turn - Charge phase
    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
    1 CP

    HEROIC INTERVENTION

    Opponent’s turn - Charge phase
    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
    1 CP

    HEROIC INTERVENTION

    Opponent’s turn - Charge phase
    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
    1 CP

    HEROIC INTERVENTION

    Opponent’s turn - Charge phase
    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
    1 CP

    HEROIC INTERVENTION

    Opponent’s turn - Charge phase
    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
    1 CP

    HEROIC INTERVENTION

    Opponent’s turn - Charge phase
    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
    1 CP

    HEROIC INTERVENTION

    Opponent’s turn - Charge phase
    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
    1 CP

    HEROIC INTERVENTION

    Opponent’s turn - Charge phase
    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
    1 CP

    HEROIC INTERVENTION

    Opponent’s turn - Charge phase
    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
    1 CP

    HEROIC INTERVENTION

    Opponent’s turn - Charge phase
    WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

    TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

    EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

    RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

    TARGET: That unit from your army.

    EFFECT: Your unit automatically passes that Battle-shock test.

    RESTRICTIONS: You cannot use this Stratagem more than once per battle.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

    TARGET: That unit from your army.

    EFFECT: Your unit automatically passes that Battle-shock test.

    RESTRICTIONS: You cannot use this Stratagem more than once per battle.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

    TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

    EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

    TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

    EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

    TARGET: That unit from your army.

    EFFECT: Your unit automatically passes that Battle-shock test.

    RESTRICTIONS: You cannot use this Stratagem more than once per battle.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

    TARGET: That unit from your army.

    EFFECT: Your unit automatically passes that Battle-shock test.

    RESTRICTIONS: You cannot use this Stratagem more than once per battle.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

    TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

    EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

    TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

    EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

    TARGET: That unit from your army.

    EFFECT: Your unit automatically passes that Battle-shock test.

    RESTRICTIONS: You cannot use this Stratagem more than once per battle.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

    TARGET: That unit from your army.

    EFFECT: Your unit automatically passes that Battle-shock test.

    RESTRICTIONS: You cannot use this Stratagem more than once per battle.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

    TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

    EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

    TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

    EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

    TARGET: That unit from your army.

    EFFECT: Your unit automatically passes that Battle-shock test.

    RESTRICTIONS: You cannot use this Stratagem more than once per battle.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

    TARGET: That unit from your army.

    EFFECT: Your unit automatically passes that Battle-shock test.

    RESTRICTIONS: You cannot use this Stratagem more than once per battle.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

    TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

    EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

    TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

    EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

    TARGET: That unit from your army.

    EFFECT: Your unit automatically passes that Battle-shock test.

    RESTRICTIONS: You cannot use this Stratagem more than once per battle.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

    TARGET: That unit from your army.

    EFFECT: Your unit automatically passes that Battle-shock test.

    RESTRICTIONS: You cannot use this Stratagem more than once per battle.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

    TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

    EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

    TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

    EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

    TARGET: That unit from your army.

    EFFECT: Your unit automatically passes that Battle-shock test.

    RESTRICTIONS: You cannot use this Stratagem more than once per battle.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

    TARGET: That unit from your army.

    EFFECT: Your unit automatically passes that Battle-shock test.

    RESTRICTIONS: You cannot use this Stratagem more than once per battle.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

    TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

    EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
    1 CP

    INSANE BRAVERY

    Your turn - Command phase
    WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

    TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

    EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
    1 CP

    RAPID INGRESS

    Opponent’s turn - Movement phase
    WHEN: End of your opponent’s Movement phase.

    TARGET: One unit from your army that is in Reserves.

    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
    1 CP

    RAPID INGRESS

    Opponent’s turn - Movement phase
    WHEN: End of your opponent’s Movement phase.

    TARGET: One unit from your army that is in Reserves.

    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
    1 CP

    RAPID INGRESS

    Opponent’s turn - Movement phase
    WHEN: End of your opponent’s Movement phase.

    TARGET: One unit from your army that is in Reserves.

    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
    1 CP

    RAPID INGRESS

    Opponent’s turn - Movement phase
    WHEN: End of your opponent’s Movement phase.

    TARGET: One unit from your army that is in Reserves.

    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
    1 CP

    RAPID INGRESS

    Opponent’s turn - Movement phase
    WHEN: End of your opponent’s Movement phase.

    TARGET: One unit from your army that is in Reserves.

    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
    1 CP

    RAPID INGRESS

    Opponent’s turn - Movement phase
    WHEN: End of your opponent’s Movement phase.

    TARGET: One unit from your army that is in Reserves.

    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
    1 CP

    RAPID INGRESS

    Opponent’s turn - Movement phase
    WHEN: End of your opponent’s Movement phase.

    TARGET: One unit from your army that is in Reserves.

    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
    1 CP

    RAPID INGRESS

    Opponent’s turn - Movement phase
    WHEN: End of your opponent’s Movement phase.

    TARGET: One unit from your army that is in Reserves.

    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
    1 CP

    RAPID INGRESS

    Opponent’s turn - Movement phase
    WHEN: End of your opponent’s Movement phase.

    TARGET: One unit from your army that is in Reserves.

    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
    1 CP

    RAPID INGRESS

    Opponent’s turn - Movement phase
    WHEN: End of your opponent’s Movement phase.

    TARGET: One unit from your army that is in Reserves.

    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
    1 CP

    RAPID INGRESS

    Opponent’s turn - Movement phase
    WHEN: End of your opponent’s Movement phase.

    TARGET: One unit from your army that is in Reserves.

    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
    1 CP

    RAPID INGRESS

    Opponent’s turn - Movement phase
    WHEN: End of your opponent’s Movement phase.

    TARGET: One unit from your army that is in Reserves.

    EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

    RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

    Eradication Cohort →

    1 CP

    SERVO‑DRIVEN CHARGE

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

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

    EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability.
    1 CP

    SERVO‑DRIVEN CHARGE

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

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

    EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability.
    1 CP

    SERVO‑DRIVEN CHARGE

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

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

    EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability.
    1 CP

    SERVO‑DRIVEN CHARGE

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

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

    EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability.
    1 CP

    SERVO‑DRIVEN CHARGE

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

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

    EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability.
    1 CP

    SERVO‑DRIVEN CHARGE

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

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

    EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LANCE] ability.
    1 CP

    UNRELENTING AGGRESSION

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

    TARGET: That ADEPTUS MECHANICUS unit.

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

    UNRELENTING AGGRESSION

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

    TARGET: That ADEPTUS MECHANICUS unit.

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

    UNRELENTING AGGRESSION

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

    TARGET: That ADEPTUS MECHANICUS unit.

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

    UNRELENTING AGGRESSION

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

    TARGET: That ADEPTUS MECHANICUS unit.

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

    UNRELENTING AGGRESSION

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

    TARGET: That ADEPTUS MECHANICUS unit.

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

    UNRELENTING AGGRESSION

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

    TARGET: That ADEPTUS MECHANICUS unit.

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

    UNRELENTING AGGRESSION

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

    TARGET: That ADEPTUS MECHANICUS unit.

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

    UNRELENTING AGGRESSION

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

    TARGET: That ADEPTUS MECHANICUS unit.

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

    UNRELENTING AGGRESSION

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

    TARGET: That ADEPTUS MECHANICUS unit.

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

    UNRELENTING AGGRESSION

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

    TARGET: That ADEPTUS MECHANICUS unit.

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

    UNRELENTING AGGRESSION

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

    TARGET: That ADEPTUS MECHANICUS unit.

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

    UNRELENTING AGGRESSION

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

    TARGET: That ADEPTUS MECHANICUS unit.

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

    UNSHACKLED WRATH

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

    TARGET: One Skitarii 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.
    1 CP

    UNSHACKLED WRATH

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

    TARGET: One Skitarii 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.
    1 CP

    UNSHACKLED WRATH

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

    TARGET: One Skitarii 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.
    1 CP

    UNSHACKLED WRATH

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

    TARGET: One Skitarii 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.
    1 CP

    UNSHACKLED WRATH

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

    TARGET: One Skitarii 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.
    1 CP

    UNSHACKLED WRATH

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

    TARGET: One Skitarii 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.

    Explorator Maniple →

    1 CP

    CACHED ACQUISITION

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

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

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

    CACHED ACQUISITION

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

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

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

    CACHED ACQUISITION

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

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

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

    CACHED ACQUISITION

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

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

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

    CACHED ACQUISITION

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

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

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

    CACHED ACQUISITION

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

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

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

    PRIORITY RECLAMATION

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

    TARGET: That ADEPTUS MECHANICUS unit.

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

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

    PRIORITY RECLAMATION

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

    TARGET: That ADEPTUS MECHANICUS unit.

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

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

    PRIORITY RECLAMATION

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

    TARGET: That ADEPTUS MECHANICUS unit.

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

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

    PRIORITY RECLAMATION

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

    TARGET: That ADEPTUS MECHANICUS unit.

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

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

    PRIORITY RECLAMATION

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

    TARGET: That ADEPTUS MECHANICUS unit.

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

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

    PRIORITY RECLAMATION

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

    TARGET: That ADEPTUS MECHANICUS unit.

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

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

    Haloscreed Battle Clade →

    1 CP

    ERADICATION PROTOCOLS

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

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

    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1, and, if it is a HALO OVERRIDE unit, re-roll a Hit roll of 1.
    1 CP

    ERADICATION PROTOCOLS

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

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

    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1, and, if it is a HALO OVERRIDE unit, re-roll a Hit roll of 1.
    1 CP

    ERADICATION PROTOCOLS

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

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

    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1, and, if it is a HALO OVERRIDE unit, re-roll a Hit roll of 1.
    1 CP

    ERADICATION PROTOCOLS

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

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

    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1, and, if it is a HALO OVERRIDE unit, re-roll a Hit roll of 1.
    1 CP

    ERADICATION PROTOCOLS

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

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

    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1, and, if it is a HALO OVERRIDE unit, re-roll a Hit roll of 1.
    1 CP

    ERADICATION PROTOCOLS

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

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

    EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Wound roll of 1, and, if it is a HALO OVERRIDE unit, re-roll a Hit roll of 1.
    1 CP

    GUIDED RETREAT

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

    TARGET: That ADEPTUS MECHANICUS unit.

    EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back, and, if it is a HALO OVERRIDE unit, you can re-roll Desperate Escape tests taken for it.
    1 CP

    GUIDED RETREAT

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

    TARGET: That ADEPTUS MECHANICUS unit.

    EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back, and, if it is a HALO OVERRIDE unit, you can re-roll Desperate Escape tests taken for it.
    1 CP

    GUIDED RETREAT

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

    TARGET: That ADEPTUS MECHANICUS unit.

    EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back, and, if it is a HALO OVERRIDE unit, you can re-roll Desperate Escape tests taken for it.
    1 CP

    GUIDED RETREAT

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

    TARGET: That ADEPTUS MECHANICUS unit.

    EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back, and, if it is a HALO OVERRIDE unit, you can re-roll Desperate Escape tests taken for it.
    1 CP

    GUIDED RETREAT

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

    TARGET: That ADEPTUS MECHANICUS unit.

    EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back, and, if it is a HALO OVERRIDE unit, you can re-roll Desperate Escape tests taken for it.
    1 CP

    GUIDED RETREAT

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

    TARGET: That ADEPTUS MECHANICUS unit.

    EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back, and, if it is a HALO OVERRIDE unit, you can re-roll Desperate Escape tests taken for it.
    1 CP

    NEURAL OVERLOAD

    Your turn - Movement phase
    WHEN: Your Movement phase.

    TARGET: One ADEPTUS MECHANICUS unit from your army.

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

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

    NEURAL OVERLOAD

    Your turn - Movement phase
    WHEN: Your Movement phase.

    TARGET: One ADEPTUS MECHANICUS unit from your army.

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

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

    NEURAL OVERLOAD

    Your turn - Movement phase
    WHEN: Your Movement phase.

    TARGET: One ADEPTUS MECHANICUS unit from your army.

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

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

    NEURAL OVERLOAD

    Your turn - Movement phase
    WHEN: Your Movement phase.

    TARGET: One ADEPTUS MECHANICUS unit from your army.

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

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

    NEURAL OVERLOAD

    Your turn - Movement phase
    WHEN: Your Movement phase.

    TARGET: One ADEPTUS MECHANICUS unit from your army.

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

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

    NEURAL OVERLOAD

    Your turn - Movement phase
    WHEN: Your Movement phase.

    TARGET: One ADEPTUS MECHANICUS unit from your army.

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

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

    TARGETING OVERRIDE

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

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

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

    TARGETING OVERRIDE

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

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

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

    TARGETING OVERRIDE

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

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

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

    TARGETING OVERRIDE

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

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

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

    TARGETING OVERRIDE

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

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

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

    TARGETING OVERRIDE

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

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

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

    Rad-Zone Corps →

    1 CP

    AGGRESSOR IMPERATIVE

    Your turn - Movement phase
    WHEN: Your Movement phase.

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

    EFFECT: Until the end of the phase, each time one of those units 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 that unit.
    1 CP

    AGGRESSOR IMPERATIVE

    Your turn - Movement phase
    WHEN: Your Movement phase.

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

    EFFECT: Until the end of the phase, each time one of those units 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 that unit.
    1 CP

    AGGRESSOR IMPERATIVE

    Your turn - Movement phase
    WHEN: Your Movement phase.

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

    EFFECT: Until the end of the phase, each time one of those units 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 that unit.
    1 CP

    AGGRESSOR IMPERATIVE

    Your turn - Movement phase
    WHEN: Your Movement phase.

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

    EFFECT: Until the end of the phase, each time one of those units 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 that unit.
    1 CP

    AGGRESSOR IMPERATIVE

    Your turn - Movement phase
    WHEN: Your Movement phase.

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

    EFFECT: Until the end of the phase, each time one of those units 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 that unit.
    1 CP

    AGGRESSOR IMPERATIVE

    Your turn - Movement phase
    WHEN: Your Movement phase.

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

    EFFECT: Until the end of the phase, each time one of those units 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 that unit.
    2 CP

    BALEFUL HALO

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

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

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

    BALEFUL HALO

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

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

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

    BALEFUL HALO

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

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

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

    BALEFUL HALO

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

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

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

    BALEFUL HALO

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

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

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

    BALEFUL HALO

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

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

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

    BULWARK IMPERATIVE

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

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

    EFFECT: Until the end of the phase, models in those units from your army have a 4+ invulnerable save.
    2 CP

    BULWARK IMPERATIVE

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

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

    EFFECT: Until the end of the phase, models in those units from your army have a 4+ invulnerable save.
    2 CP

    BULWARK IMPERATIVE

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

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

    EFFECT: Until the end of the phase, models in those units from your army have a 4+ invulnerable save.
    2 CP

    BULWARK IMPERATIVE

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

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

    EFFECT: Until the end of the phase, models in those units from your army have a 4+ invulnerable save.
    2 CP

    BULWARK IMPERATIVE

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

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

    EFFECT: Until the end of the phase, models in those units from your army have a 4+ invulnerable save.
    2 CP

    BULWARK IMPERATIVE

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

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

    EFFECT: Until the end of the phase, models in those units from your army have a 4+ invulnerable save.
    1 CP

    LETHAL DOSAGE

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

    EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.
    1 CP

    LETHAL DOSAGE

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

    EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.
    1 CP

    LETHAL DOSAGE

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

    EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.
    1 CP

    LETHAL DOSAGE

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

    EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.
    1 CP

    LETHAL DOSAGE

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

    EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.
    1 CP

    LETHAL DOSAGE

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

    EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [LETHAL HITS] ability.
    1 CP

    PRE-CALIBRATED PURGE SOLUTION

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

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

    PRE-CALIBRATED PURGE SOLUTION

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

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

    PRE-CALIBRATED PURGE SOLUTION

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

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

    PRE-CALIBRATED PURGE SOLUTION

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

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

    PRE-CALIBRATED PURGE SOLUTION

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

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

    PRE-CALIBRATED PURGE SOLUTION

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

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

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

    Skitarii Hunter Cohort →

    2 CP

    BINHARIC OFFENCE

    Either player’s turn - Shooting or Fight phase
    WHEN: The start of your Shooting phase or the start of the Fight phase.

    TARGET: Two SKITARII units from your army that have not been selected to shoot or fight this phase, and one enemy unit.

    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in both of your units by 1.

    RESTRICTIONS: 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].
    2 CP

    BINHARIC OFFENCE

    Either player’s turn - Shooting or Fight phase
    WHEN: The start of your Shooting phase or the start of the Fight phase.

    TARGET: Two SKITARII units from your army that have not been selected to shoot or fight this phase, and one enemy unit.

    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in both of your units by 1.

    RESTRICTIONS: 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].
    2 CP

    BINHARIC OFFENCE

    Either player’s turn - Shooting or Fight phase
    WHEN: The start of your Shooting phase or the start of the Fight phase.

    TARGET: Two SKITARII units from your army that have not been selected to shoot or fight this phase, and one enemy unit.

    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in both of your units by 1.

    RESTRICTIONS: 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].
    2 CP

    BINHARIC OFFENCE

    Either player’s turn - Shooting or Fight phase
    WHEN: The start of your Shooting phase or the start of the Fight phase.

    TARGET: Two SKITARII units from your army that have not been selected to shoot or fight this phase, and one enemy unit.

    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in both of your units by 1.

    RESTRICTIONS: 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].
    2 CP

    BINHARIC OFFENCE

    Either player’s turn - Shooting or Fight phase
    WHEN: The start of your Shooting phase or the start of the Fight phase.

    TARGET: Two SKITARII units from your army that have not been selected to shoot or fight this phase, and one enemy unit.

    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in both of your units by 1.

    RESTRICTIONS: 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].
    2 CP

    BINHARIC OFFENCE

    Either player’s turn - Shooting or Fight phase
    WHEN: The start of your Shooting phase or the start of the Fight phase.

    TARGET: Two SKITARII units from your army that have not been selected to shoot or fight this phase, and one enemy unit.

    EFFECT: Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in both of your units by 1.

    RESTRICTIONS: 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].
    1 CP

    EXPEDITED PURGE PROTOCOL

    Your turn - Charge phase
    WHEN: Your Charge phase.

    TARGET: One SKITARII unit from your army.

    EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
    1 CP

    EXPEDITED PURGE PROTOCOL

    Your turn - Charge phase
    WHEN: Your Charge phase.

    TARGET: One SKITARII unit from your army.

    EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
    1 CP

    EXPEDITED PURGE PROTOCOL

    Your turn - Charge phase
    WHEN: Your Charge phase.

    TARGET: One SKITARII unit from your army.

    EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
    1 CP

    EXPEDITED PURGE PROTOCOL

    Your turn - Charge phase
    WHEN: Your Charge phase.

    TARGET: One SKITARII unit from your army.

    EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
    1 CP

    EXPEDITED PURGE PROTOCOL

    Your turn - Charge phase
    WHEN: Your Charge phase.

    TARGET: One SKITARII unit from your army.

    EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
    1 CP

    EXPEDITED PURGE PROTOCOL

    Your turn - Charge phase
    WHEN: Your Charge phase.

    TARGET: One SKITARII unit from your army.

    EFFECT: Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
    1 CP

    ISOLATE AND DESTROY

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

    TARGET: One SICARIAN, PTERAXII, SYDONIAN,
    IRONSTRIDER BALLISTARII or SKITARII MOUNTED 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 an attack, if there are no other enemy units within 6" of the unit targeted by that attack, add 1 to the Wound roll.
    1 CP

    ISOLATE AND DESTROY

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

    TARGET: One SICARIAN, PTERAXII, SYDONIAN,
    IRONSTRIDER BALLISTARII or SKITARII MOUNTED 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 an attack, if there are no other enemy units within 6" of the unit targeted by that attack, add 1 to the Wound roll.
    1 CP

    ISOLATE AND DESTROY

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

    TARGET: One SICARIAN, PTERAXII, SYDONIAN,
    IRONSTRIDER BALLISTARII or SKITARII MOUNTED 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 an attack, if there are no other enemy units within 6" of the unit targeted by that attack, add 1 to the Wound roll.
    1 CP

    ISOLATE AND DESTROY

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

    TARGET: One SICARIAN, PTERAXII, SYDONIAN,
    IRONSTRIDER BALLISTARII or SKITARII MOUNTED 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 an attack, if there are no other enemy units within 6" of the unit targeted by that attack, add 1 to the Wound roll.
    1 CP

    ISOLATE AND DESTROY

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

    TARGET: One SICARIAN, PTERAXII, SYDONIAN,
    IRONSTRIDER BALLISTARII or SKITARII MOUNTED 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 an attack, if there are no other enemy units within 6" of the unit targeted by that attack, add 1 to the Wound roll.
    1 CP

    ISOLATE AND DESTROY

    Your turn - Shooting phase
    WHEN: Your Shooting phase.

    TARGET: One SICARIAN, PTERAXII, SYDONIAN,
    IRONSTRIDER BALLISTARII or SKITARII MOUNTED 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 an attack, if there are no other enemy units within 6" of the unit targeted by that attack, add 1 to the Wound roll.
    1 CP

    PROGRAMMED WITHDRAWAL

    Opponent’s turn - Fight phase
    WHEN: End of your opponent’s Fight phase.

    TARGET: Up to two SICARIAN units from your army, or one SKITARII INFANTRY or SKITARII MOUNTED unit from your army.

    EFFECT: Remove those units from the battlefield and place them into Strategic Reserves.

    RESTRICTIONS: Each unit targeted with this Stratagem must be more than 3" away from all enemy units.
    1 CP

    PROGRAMMED WITHDRAWAL

    Opponent’s turn - Fight phase
    WHEN: End of your opponent’s Fight phase.

    TARGET: Up to two SICARIAN units from your army, or one SKITARII INFANTRY or SKITARII MOUNTED unit from your army.

    EFFECT: Remove those units from the battlefield and place them into Strategic Reserves.

    RESTRICTIONS: Each unit targeted with this Stratagem must be more than 3" away from all enemy units.
    1 CP

    PROGRAMMED WITHDRAWAL

    Opponent’s turn - Fight phase
    WHEN: End of your opponent’s Fight phase.

    TARGET: Up to two SICARIAN units from your army, or one SKITARII INFANTRY or SKITARII MOUNTED unit from your army.

    EFFECT: Remove those units from the battlefield and place them into Strategic Reserves.

    RESTRICTIONS: Each unit targeted with this Stratagem must be more than 3" away from all enemy units.
    1 CP

    PROGRAMMED WITHDRAWAL

    Opponent’s turn - Fight phase
    WHEN: End of your opponent’s Fight phase.

    TARGET: Up to two SICARIAN units from your army, or one SKITARII INFANTRY or SKITARII MOUNTED unit from your army.

    EFFECT: Remove those units from the battlefield and place them into Strategic Reserves.

    RESTRICTIONS: Each unit targeted with this Stratagem must be more than 3" away from all enemy units.
    1 CP

    PROGRAMMED WITHDRAWAL

    Opponent’s turn - Fight phase
    WHEN: End of your opponent’s Fight phase.

    TARGET: Up to two SICARIAN units from your army, or one SKITARII INFANTRY or SKITARII MOUNTED unit from your army.

    EFFECT: Remove those units from the battlefield and place them into Strategic Reserves.

    RESTRICTIONS: Each unit targeted with this Stratagem must be more than 3" away from all enemy units.
    1 CP

    PROGRAMMED WITHDRAWAL

    Opponent’s turn - Fight phase
    WHEN: End of your opponent’s Fight phase.

    TARGET: Up to two SICARIAN units from your army, or one SKITARII INFANTRY or SKITARII MOUNTED unit from your army.

    EFFECT: Remove those units from the battlefield and place them into Strategic Reserves.

    RESTRICTIONS: Each unit targeted with this Stratagem must be more than 3" away from all enemy units.