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Warhammer 40,000/8th Edition Tactics/Fortifications
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=== Stratagems === If using Sector Mechanicus terrain, the battlefield can be declared a Battlezone: Industrial World. This requires your opponent's permission, so it looks as though we're on the same page as 3rd edition's special characters. Still unclear if you're [[that guy]] for not accepting when your opponent reveals their Shadow War terrain setup or if you're [[that guy]] for assuming your opponent will be okay with it. Pretty much all of these used to be special rules inherent to the terrain pieces. *'''Grappling Hooks (1 CP)''': Fuck ladders for one turn. Obviously of no use to units that can Fly or Reivers with their own grappling hooks, but never underestimate being able to get to a vantage point with cover. *'''Power Supply (2 CP)''': Choose a Void Shield Generator connected to a Haemotrope Reactor. Its save improves to 4++. Expensive, but it will save your fortification and the squishy marines inside it on that turn where the enemy gets into rapid fire range or a Knight gets line of sight to it. *'''Overload Power Core (1 CP)''': Throw a plasma core as a grenade if you have an Infantry model with a grenade within 1" of a Plasma Conduit, dealing d3 mortal wounds on a hit. Pretty good. Great with a 2+ BS character or Primaris Intercessors with grenade launchers. *'''Plasma Feed (1 CP)''': An Infantry unit within 1" of a Plasma Conduit or Regulator gets +1S and +1D to its plasma weapons. Gives you risk-free overcharge or super-strength overcharge. Probably the strongest of the stratagems, with the ability to turn your plasma cannons into D3 lascannons for a turn, whereupon they can start wounding all those toughness 8 tanks on a 3+. *'''Siphon Promethium (1 CP)''': Adds +1 to wound rolls for fire-based weapons for Infantry for one shooting phase or overwatch if the firing unit is within 1" of a promethium pipe. You need a lot of fire in one unit to justify this one, but anyone who charges your flamer Dominions while they're parked by a pipeline deserves what they get. *'''Supercharged Obliteration (1 CP)''': Fire your Plasma Obliterator again if it's got a Haemotrope Reactor nearby. Given that firing is as dangerous to your Obliterator as it is to what you're shooting at, this is generally a bad idea. *'''Long Bomb (1 CP)''': Use on a unit with Height Advantage to double the range of its grenades. Pretty meh except for armies that can throw multiple grenades, or on Inceptors with grenade launchers to allow them to fire 60". [[Category:Warhammer 40000 Tactics(8E)]] [[Category: Fortifications]] {{Warhammer_40k_Tactics}}
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