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Stratagems (4)
1 CP
EAGER TO FIGHT
Your turn - Movement phase
WHEN: Your Movement phase, in the Reinforcements step, just after an ORKS unit from your army is set up in an Entry Zone.
TARGET: That ORKS unit.
EFFECT: Your unit can make an Advance move.
1 CP
ENRAGED RUSH
Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has shot.
TARGET: One BOYz unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Your unit can make an Enraged Rush move. To do so, roll one D6: your unit can be moved a distance in inches up to the result, but must end that move as close as possible to the attacking unit. When doing so, those models can be moved within Engagement Range of that enemy unit, but only that enemy unit.
1 CP
PILE THROUGH
Your turn - Movement phase
WHEN: Your Movement phase, just after an ORKS unit from your army opens a Hatchway.
TARGET: That ORKS unit.
EFFECT: Until the end of the turn, your unit has the Fights First ability.
1 CP
RAMBOYZ RAMPAGE
Your turn - Movement phase
WHEN: Your Movement phase.
TARGET: One BOYz unit from your army that has not been selected to move this phase.
EFFECT: Until the end of the turn, your unit is eligible to declare a charge in a turn in which it Advanced and each time your unit Advances, do not make an Advance roll; instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.