Stratagems can be used by spending Command Points, to create epic moments of tactical brilliance or peerless martial might. They are used when a player deems that a critical point in the battle is reached, where extra combat prowess or fleeting but powerful effects are required to tip the balance in their favour.
During the battle, both players can use stratagems. Each stratagem states:
Each player can use the same stratagem multiple times during the battle, but the following restrictions apply:
1. Select targets as described in that stratagem.
2. Reduce your CP total by the CP cost listed in that stratagem. If that stratagem contains a section that carries an additional CP cost (e.g. +1CP), you can only use that additional section if you increase the CP cost of that stratagem by the amount shown. If you do not have enough CP remaining, you cannot use that stratagem.
3. Resolve the effects of that stratagem.
CORE STRATAGEMS
All players can use core stratagems (see overleaf). Additional stratagems can be found in Codexes and other publications.
Some rules modify the cost of using certain stratagems. In such cases, the following points apply:
If a unit is selected as the target of a stratagem, it is said to be affected by that stratagem.
That unit or model.
Any phase, just after you make one of the following rolls for a friendly unit or model:
You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
That CHARACTER unit.
Fight phase, just after a friendly CHARACTER unit is selected to fight.
Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
That unit.
Battle‑shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.
That battle-shock roll, is automatically successful
You cannot use this stratagem more than once per battle.
That MONSTER/VEHICLE unit
Your Charge phase, just after a friendly MONSTER/VEHICLE unit ends a charge move.
Resolve the following sequence:
1. Select one enemy unit engaged with your unit.
2. Select one model in your unit engaged with that enemy unit.
3. Roll a number of D6 equal to the T characteristic of that model: for each 1, your unit suffers 1 mortal wound; for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds per unit)
One friendly unengaged EXPLOSIVES/GRENADES unit that is eligible to shoot and did not make an advance move this turn.
Your Shooting phase.
Resolve the following sequence: 1. Select one EXPLOSIVES/GRENADES model in your unit. 2. Select one unengaged enemy unit within 8" of and visible to that model. 3. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound (06.02).
One friendly unit that is in strategic reserves (excluding AIRCRAFT).
End of your opponent’s Movement phase.
Your unit makes an ingress move (20.04).
You cannot use this stratagem during the first battle round.
One friendly unengaged unit (excluding TITANIC units).
End of your opponent’s Movement phase.
Your unit shoots using snap shooting (15.09).
When eligible: As stated in the rule allowing this shooting type. Effect: Your unit shoots as described in Making Attacks (04). While shooting:
After shooting: Until the end of the phase, your unit is not eligible to start an action.
One friendly SMOKE unit.
Start of your opponent’s Shooting phase.
Until the end of the phase, each time an attack targets either your SMOKE unit, or a unit that is not fully visible to the attacking model because of one or more models in your SMOKE unit, the target has the benefit of cover against that attack (13.08).
One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.
End of your opponent’s Charge phase.
Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:
One friendly unit that is eligible to fight.
Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.
Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).