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==STRATAGEMS== ALIEN LOGIC 1CP - Use this Stratagem in your Psychic phase. Select one LIZARDMEN unit from your army that is currently performing a Psychic action. That unit can still cast Psychic powers as normal in this phase. BATTLE STANDARD BEARER 1CP - Use this Stratagem up to once before the battle, when you are mustering your army. Select one Skink Chief or Saurus Scar-Veteran (excluding WARLORD models) or one Slann Mage-Priest model in your army that model gains the BATTLE STANDARD BEARER keyword. Whilst your BATTLE STANDARD BEARER is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this Warlord Trait. If the bearer is slain in the Fight phase your opponent gains 1CP. CHILDREN OF THE GODS 1CP - Use this Stratagem before the battle, when you are mustering your army. Select one LIZARDMEN CHARACTER model in your army and give them one Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times). CHOTEC'S BLESSING 1CP - Use this Stratagem when an enemy within Engagement Range of a LIZARDMEN INFANTRY from your army unit is selected to Fall Back. Roll a D6 on a 1-4 the enemy unit suffers 2 mortal wounds, on a 5+ the enemy unit may not Fall Back this phase. CLEVER GIRLS 1CP - Use this Stratagem before the battle. Select one SAURUS CAVALRY unit from your army. Add 2" to the Move characteristic of that unit. That unit does not fight last because of the savage bite weapon, even if the unit has not charged in the current turn. COLD-BLOODED 1CP - Use this Stratagem when a unit from your army must take a Morale test by rolling 3D6 and discarding the highest result, if the result is equal to or below the unit's Leadership characteristic the Morale test is automatically passed. CONSULT THE PLAQUES 1CP - Use this Stratagem if you are playing a mission that requires you to select either secondary objectives or Agendas, after both players have revealed their selections. You can select one of your secondary objectives or Agendas, and replace it with a different one (make a note on your army roster as to your new selection and inform your opponent). All the normal rules for selecting secondary objectives and Agendas apply. If both players have a rule that allows them to select new secondary objectives or Agendas, both players make their new selections before revealing them simultaneously to their opponent. DUE SACRIFICE 1CP - Use this Stratagem when an enemy unit is destroyed as a result of an attack made with a melee weapon by a SKINK INFANTRY model from your army. Until the end of the battle, when a Morale test is taken for a LIZARDMEN unit from your army, do not roll the dice; it is automatically passed. GREAT WARDING 1CP - Use this Stratagem before a CHAOS CHARACTER from your opponent's army attempts to summon a unit of DAEMONS to the battlefield using a Daemonic Ritual. Your opponent must add 1 to the number of dice rolled and discard the highest roll. HUANCHI'S BLESSING 1CP - Use this Stratagem at the start of the Fight phase by selecting a LIZARDMEN INFANTRY or LIZARDMEN CAVALRY unit from your army. Make a pile-in move with that unit. ITZL'S BLESSING 1CP - Use this Stratagem in the Command phase. Select one LIZARDMEN MONSTER model from your army that has a Wounds characteristic of 10+. Until the start of your next Command phase, that model is considered to have its full wounds remaining for the purposes of determining what its Move characteristic is and what weapons it can use. LOPING STRIDE 3CP - Use this Stratagem in your Charge phase, when a unit from your army equipped with blood frenzy or noxious venom is selected to charge, roll an additional D6 for the unit's charge distance and discard the lowest result. In addition, select one enemy unit within 12" of that unit. Until the start of your next turn: The selected unit cannot fire Overwatch or Set to Defend and each time a model in the selected unit makes an attack subtract 1 from that attack's hit roll. PATIENCE OF AEONS 1CP - Use this Stratagem in your Shooting phase when a LIZARDMEN unit from your army that remained stationary this turn is selected to shoot at an enemy unit more than 1" away. Add 1 to hit rolls for all ranged attacks made by that unit from your army this phase. PLACE OF POWER 1CP - Use this Stratagem when a LIZARDMEN PSYKER successfully manifests a psychic power while within 3" of an objective. You can double the range at which the power that was manifested effects units from your army. PREDATORY FIGHTERS 1CP - Use this Stratagem in the Fight phase, when a LIZARDMEN unit from your army consolidates. Each model in that unit can move up to an additional 3" for that consolidation move. PRIMEVAL ROAR 1CP - Use this Stratagem in the Morale phase, when a Morale test is failed for an enemy unit that is within Engagement Range of a MONSTER unit from your army. Until the end of the turn, subtract 1 from Combat Attrition tests taken for that enemy unit. PRIMORDIAL MASTERS 2CP - Use this Stratagem at the start of your Psychic phase. Select a SLANN from your army. Until the end of the phase, you can re-roll Psychic tests taken for that SLANN. RUMINATE 1CP - Use this Stratagem at the start of your Movement phase. Select one LIZARDMEN unit from your army within 3" of an objective marker. Until the start of your next Movement phase: That unit has the Objective Secured ability. If that unit already has the Objective Secured ability, then for the purposes of determining which player controls an objective marker, each model in that unit counts as one additional model. QUETZL'S BLESSING 1CP - Use this Stratagem at the start of your opponent's Shooting phase. Select two LIZARDMEN INFANTRY units from your army within 6" of each other. Until the end of the phase, both units gain Quetzl's Blessing until one of the units is destroyed. Each time an attack with an Armour Penetration characteristic of -1 is allocated to a model with Quetzl's Blessing, that attack has an Armour Penetration characteristic of 0 instead. SAURIAN ORDERS 1CP - Use this Stratagem in your Movement phase, by selecting a LIZARDMEN unit from your army. It can Fall Back even if it has the Frenzy ability. Until the end of the turn, that unit is eligible to shoot even if it falls back if it has the INFANTRY keyword. SCALY SKIN 1CP - Use this Stratagem in your Command phase up to once per game. Until your next Command phase LIZARDMEN units from your army gain a 6+ invulnerable save. SOTEK'S BLESSING 1CP - Use this Stratagem in the Fight phase, when a LIZARDMEN unit from your army that charged this turn is selected to fight. Until the end of the phase, add 1 to the Attacks characteristic of that unit. TEPOK'S BLESSING 1CP - Use this Stratagem in your opponent’s Psychic phase, after a Psychic test is passed for an enemy PSYKER unit and after any Deny the Witch attempt is made. If that enemy PSYKER unit is within 24" of any LIZARDMEN units from your army, roll one D6: on a 4+, that psychic power is denied. THE BEASTS COME TO FEED 1CP - Use this Stratagem during deployment. You can set up one SWARM unit from your army in deep strike instead of setting it up on the battlefield. In the Reinforcements step of one of your Movement phases you can set the unit up anywhere on the battlefield that is more than 9" away from any enemy models. THE GREAT LEVELLER 1CP - Use this Stratagem in any phase, when a SLANN model from your army is destroyed before removing it from play. Each unit within 6" suffers D3 mortal wounds. THE GREAT PLAN 1CP - Use this Stratagem in the Fight phase, when a LIZARDMEN unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack against a CHAOS unit, you can re-roll the hit roll. THE OLD ONES' BLESSING 2CP - Use this Stratagem in the Fight phase, when a LIZARDMEN CHARACTER model from your army that has not already been selected to fight this phase is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. After resolving the destroyed model’s attacks, it is then removed. THE PROPHECY COMES TRUE 2CP - Use this Stratagem at the end of the Reinforcements step of your opponent's Movement phase. Select one unit from your army from your army that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase, but its models can only target a single eligible enemy unit that was set up as Reinforcements this turn and that is within 12" of their unit when doing so. THE THUNDER LIZARD 1CP - Use this Stratagem in the Fight phase. Select one SAURUS unit from your army. Until the end of the phase, add 1 to the WS characteristic of that unit if there are more units from your army within 6" than enemy units (include the selected unit when counting the number of units from your army within 6"). THE WINGED SERPENT 2CP - Use this Stratagem in your opponent’s Charge phase, when a SKINK unit from your army is selected as a target of a charge. If that unit is not within Engagement Range of any enemy units, it can make a Normal Move. Until the end of the phase, that unit cannot fire Overwatch or Set to Defend. Your opponent can then select new targets for that charge. TLAZCOTL'S BLESSING 2CP - Use this Stratagem in any phase, when a LIZARDMEN unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have. TZUNKI'S BLESSING 1CP - Use this Stratagem at the start of the Fight phase, select a LIZARDMEN unit from your army within Engagement Range of any enemy units, it can fight first that phase. UNSTOPPABLE STAMPEDE 1CP - Use this Stratagem when a MONSTER unit from your army completes a charge move. One enemy unit within 1" suffers D3-1 mortal wounds, if no mortal wounds are inflicted the enemy unit fights last this turn.
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