<b>Employing esoteric technologies to transmit their exploits back to debauched audiences in Commorr
Stratagems (4)
1 CP
HYPERAGILITY
Either player’s turn - Shooting or Fight phase
WHEN: Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
TARGET: One WYcH CULT unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll.
1 CP
NO OBSTACLE
Your turn - Charge phase
WHEN: Your Charge phase.
TARGET: One WYCH CULT unit from your army that opened a Hatchway this turn.
EFFECT: Until the end of the phase, your unit can declare a charge that includes one or more targets that are not visible to it, provided each of those units that are not visible to it are wholly on the opposite side of that Hatchway from your unit.
1 CP
PHANTASM GRENADES
Your turn - Movement phase
WHEN: Your Movement phase, just after a WYcH CULT unit from your army ends a Normal move, before any enemy units fire Overwatch.
TARGET: That WYCH CULT unit.
EFFECT: Select one enemy unit within 9" of and visible to your unit. That enemy unit must take a Battle-shock test, subtracting 1 from the result: if failed, until the end of the turn, that enemy unit cannot fire Overwatch.
1 CP
TOYING WITH THE PREY
Either player’s turn - Fight phase
WHEN: Fight phase, just after a WYcH CULT unit from your army has fought.
TARGET: That WYCH CULT unit.
EFFECT: If your unit destroyed one or more enemy models this phase, select one of those enemy models. Until the end of your opponent’s next turn, subtract 1 from the Objective Control characteristic of models in that enemy model's unit (to a minimum of l).