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===Stratagems (Psychic Awakening)=== *'''Shadow Assignment (2CP):''' Before the battle begins and if you only have one Assassin in your army list, you can replace that Assassin with a different one. ** One of the more useful Stratagems of the entire game really, being able to tailor your Assassin to your opponents army list can be invaluable. If your Eldar opponent is heavy on the Psykers, swapping your Eversor for a Culexus can remove or cripple a key enemy unit. *'''Priority Threat Neutralised (0CP)''': Gain +1CP If an enemy {{W40kKeyword|character}} is slain by one of your Assassins, or +2CP if said {{W40kKeyword|character}} was your enemy's Warlord. Only works once per character in case they are able to return through their own rules or stratagems (Angron's Blood Tithe, any Medic revive, etc). It's free CP, you have no reason to not use it. * Callidus-Specific Stratagems **'''Acrobatic (1CP)''': Used in the Movement Phase, one Callidus can advance and charge this turn and enemy attacks against them suffer -1 to their hit rolls until the next Battle Round. Not bad, but your Callidus is most likely going for a turn 2 charge straight out of their Polymorphine deployment, meaning they cannot advance anyway, but -1 to hit is still neat. However if you sent second, the next Battle Round is your opponent's next turn. **'''Supreme Deception (2CP)''': One-use only, but during the start of any battle round after the first, one of your {{W40kKeyword|Callidus}} Reign of Confusion ability functions again until the end of that battle round (each time your opponent spends CP to use a stratagem, on a 4+ that stratagem costs one additional CP or has no effect and spent CP is still lost). *** 2CP to grant a 50% chance to cost the enemy extra CP is pretty steep: you'd have to expect the opponent to use four Stratagems that turn to mathematically break even, and if course if you pop this they may choose to use no stratagems... Which may be a positive result anyway. * Culexus-Specific Stratagems **'''Pariah's Gaze (1CP)''': One {{W40kKeyword|Culexus}} Assassin's animus speculum becomes Damage d3 for one Shooting Phase. Now it's an actual Psyker-hunter at 18", assault d6, S5, AP-4, Dd3, can target {{W40kKeyword|Psyker Characters}}. **'''Soul Horror (2CP)''': At the start of the Fight phase, choose a {{W40kKeyword|Culexus}} Assassin. Enemy units within 3" cannot be chosen to fight until all other units have already fought, even if they charged, and if a unit has an ability that always lets them fight first (looking at you Slaanesh), they fight normally this phase (i.e. alternating picks). Note that the Culexus doesn't have to be in close combat for this Stratagem to work, meaning merely being near another unit or after making a heroic intervention can be enough to potentially lessen the effects of an enemy charge. * Eversor-Specific Stratagems **'''Hypermetabolism (1CP)''': At the start of any phase, give an {{W40kKeyword|Eversor}} a 4+++ FNP that for some reason doesn't work on mortal wounds for the rest of the phase. A tad bizarre that it doesn't work on mortal wounds unlike practically every other FNP equivalent in this edition of "no universal rules", but still incredibly handy. Supposedly, this is so you can't save against the mortal wound caused by the Stimm Overload stratagem. **'''Stimm Overload (2CP)''': At the end of the Fight phase, choose an {{W40kKeyword|Eversor}} Assassin to fight again, but afterwards they suffer a mortal wound on a D6 roll of 1, 2, or 3. You know, just in case your bundle of fun and joy hadn't quite wiped that entire squad yet. Note that you can't consolidate 6" into another squad and trigger another fight, because you can only target the unit you charged on the turn you charged. Unless you had also declared a charge against that unit, of course, or were already in combat to begin with. * Vindicare-Specific Stratagems **'''Double Kill (1CP)''': Allows a {{W40kKeyword|Vindicare}} to shoot again at a different target after they've already shot during the Shooting phase. Bonus points if you can imitate the Unreal Tournament announcer's voice. Needless to explain how strong this is. **'''[[FATAL|Turbo-Penetrator-Round]] (1CP)''': Whenever a {{W40kKeyword|Vindicare}} attacks with an Exitus rifle or pistol (so any ranged attack not made with your Blind Grenade) on a {{W40kKeyword|vehicle}} or {{W40kKeyword|monster}} unit, use this strat so that on a hit it deals 1d3 mortal wounds instead of regular damage, but you cannot use Head Shot. **This is more useful on larger units (the mortal wounds can splash, unlike the ones from the Head Shot that you lose) but also more useful the better the target's T, as you no longer need to roll to wound; of course, your gun already has decent T scaling simply because 6s to wound always wound ''and'' increase your D. Similarly, this strat is more useful against targets with Sv3+ or better, as you no longer need to worry about the target passing a save. However, genuinely good targets for this are rare; for example, against a Malanthrope at full health (T5 Sv5+ W9) you'll spend 1 CP on increasing your average damage from 1.51 to 1.67, on average. In order to compete with Double Kill, you have to shoot something with a 2+ or better ''and'' T6+.
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