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Warhammer 40,000/10th Edition Tactics
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== Core Stratagems == {|style="border:2px solid black;padding:0.5em;" class="sortable" |+ style="font-weight:bold;text-align:center;" | Core Stratagems ! scope=col | Category ! scope=col | Name ! scope=col | CP Cost ! scope=col | When ! scope=col | Target ! scope=col | Effect |- style="background-color:#eeeeee" ! scope=rowgroup rowspan=2 | Battle Tactic ! scope=row | Command Re-Roll | style="text-align:center;" | 1 || Any, just after rolling || None || After rolling a Hit, Wound, Damage, Advance, or Charge roll, or a Desperate Escape or Hazardous test, or a saving throw or the roll to determine the number of attacks for a weapon, re-roll the entire roll. |- style="background-color:#eeeeee" ! scope=row | Go to Ground | style="text-align:center;" | 1 || Opponent's Shooting, just after an enemy unit selects targets || 1 {{W40Kkeyword|infantry}} unit selected as a target by the enemy unit || Target unit gains a 6++ and the benefit of cover. |- style="background-color:#fbfbfb" ! scope=rowgroup rowspan=2 | Epic Deed ! scope=row | Epic Challenge | style="text-align:center;" | 1 || Any Fight, just after selecting a {{W40kKeyword|Character}} unit that is Engaged with an Attached unit to fight || 1 {{W40kKeyword|Character}} model in the target unit || Target gains {{W40kKeyword|Precision}} on all of its attacks so they can easily take out another attached character. |- style="background-color:#fbfbfb" ! scope=row | Insane Bravery | style="text-align:center;" | 1 || Your Command, just after failing a Battle-Shock test || Unit that failed the test; this stratagem ignores the rule preventing it from affecting said unit || The unit passes the test. |- style="background-color:#eeeeee" ! scope=rowgroup rowspan=6 | Strategic Ploy ! scope=row | Counter-Offensive | style="text-align:center;" | 2 || Any Fight, just after an enemy unit fights || 1 friendly engaged unit that has not fought yet || Target unit fights next. |- style="background-color:#eeeeee" ! scope=row | Fire Overwatch | style="text-align:center;" | 1 || Opponent's Movement or Charge, just after an enemy unit is set up or starts or ends a Normal, Advance, Fall Back, or Charge move || 1 friendly unit within 24" of said enemy unit and that would be eligible to shoot if it were your Shooting phase; 1/turn || Target shoots said enemy unit as if it were your Shooting phase, except unmodified 6s to hit are required to score a hit. This means (for now) Torrent weapons cause an unsolvable rules paradox: Torrent says they automatically hit and this stratagem says they automatically miss due to not making a hit roll. |- style="background-color:#eeeeee" ! scope=row | Heroic Intervention | style="text-align:center;" | 2 || Opponent's Charge, just after an enemy unit ends a Charge move || 1 friendly non-{{W40Kkeyword|vehicle}} or {{W40Kkeyword|walker vehicle}} unit within 6" of the enemy unit that just charged and which would be able to charge said enemy unit were it your Charge phase || Target unit declares a charge that only targets said enemy unit and resolves it as if it were your Charge phase. |- style="background-color:#eeeeee" ! scope=row | New Orders | style="text-align:center;" | 1 || Your Command, at the end; 1/battle || 1 of your active Secondary Mission cards || Discard it and draw 1 new Secondary Mission card. |- style="background-color:#eeeeee" ! scope=row | Rapid Ingress | style="text-align:center;" | 1 || Opponent's Movement, at the end || 1 friendly unit in Reserves || Target arrives as if it were the Reinforcements step of your Movement; does not allow the target to arrive on a battle-round it otherwise could not arrive in. |- style="background-color:#eeeeee" ! scope=row | Tank Shock | style="text-align:center;" | 1 || Your Charge || 1 friendly {{W40Kkeyword|vehicle}} unit || Until the end of the phase, when the target ends a charge move, select 1 enemy unit within Engagement, then select 1 melee weapon on the target. Roll Sd6, where S is the weapon's strength, plus 2d6 if the weapon's Strength beats the enemy unit's Toughness. Each 5+ inflicts a mortal wound on the enemy unit, to a maximum of 6 mortal wounds. *This means a) you should only use this stratagem ''after'' successfully charging for the first time, and b) you get diminishing returns on the size of the dice pool past 6; you need a pool of 17 dice to deal about 5 mortal wounds on average and it's basically a non-starter throwing so many dice you can reliably deal all 6 mortal wounds. If you roll 9 or fewer dice, your expected output is slightly ''less'' than that of the Grenades stratagem (2.99 rather than 3). |- style="background-color:#fbfbfb" ! scope=rowgroup rowspan=2 | Wargear ! scope=row | Grenade | style="text-align:center;" | 1 || Your Shooting || 1 friendly non-Engaged {{W40kKeyword|Grenades}} unit that has not been selected to shoot yet || 1 visible non-Engaged enemy unit within 8" of the target suffers mortal wounds: roll 6d6, each 4+ deals a mortal wound. |- style="background-color:#fbfbfb" ! scope=row | Smokescreen | style="text-align:center;" | 1 || Opponent's Shooting, just after an enemy unit selects targets || 1 friendly {{W40kKeyword|smoke}} unit that was selected as a target of said enemy unit || Until the end of the phase, target has the benefit of cover and the ''Stealth'' rule. |}
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