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=Stratagem List= '''ACUTE SENSES 1CP''' Use this Stratagem at the end of the Reinforcements step of your opponent's Movement phase or during your opponent's Charge phase when they declare a charge. Select one unit from your army that has not fired any shooting attacks this battle round and that is not within Engagement Range of any enemy units. That unit can shoot as if it were your Shooting phase. If this Stratagem is used during the Movement phase the firing 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 making the shooting attack. If this Stratagem is used during the Charge phase the firing models must target a unit that is charging the firing unit. '''ADAMANTIUM WILL 1CP''' Use this Stratagem in your opponents Psychic phase, when an enemy PSYKER attempts to manifest a psychic power within 18" of a unit from your army. Roll one D6: on a 4+, that psychic power is denied. '''ARMOURBANE 1CP''' Use this Stratagem in your Shooting phase, when a unit from your army is selected to shoot. Until the end of the phase, add +1 to the Damage characteristic of that unit’s weapons against VEHICLES. '''BULKY 2CP''' Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in your unit; for each result of 1, one model of your choice in your unit is destroyed. Assuming your unit was not destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any model in your unit that ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else this turn (i.e. it cannot attempt to manifest psychic powers, shoot, declare a charge, be selected to fight etc.), even if it has a rule that would allow it to do so after Falling Back. '''COUNTER-ATTACK 1CP''' Use this Stratagem after an enemy unit has fought in this turn. Select one of your own units within engagement range that has not fought this turn and fight with it next. '''DEEP STRIKE 0CP''' Use this Stratagem in the Reinforcements step of your Movement phase when one of your units arrives from Strategic Reserves, you can set it up anywhere on the battlefield that is more than 9" away from any enemy models instead of following the normal rules for setting up Strategic Reserve units. '''ETERNAL WARRIOR 1CP''' Use this Stratagem after rolling one or more dice, re-roll one of those dice. '''FEARLESS 1CP''' Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). '''FEEL NO PAIN 1CP''' Use this Stratagem at the start of any player turn. Select one of your units currently on the battlefield, whenever that unit suffers a Wound this turn roll a D6. On a roll of 6+ the Wound is ignored. '''FLEET 1CP''' Use this Stratagem in your Movement phase after moving one of your units unit from your army. That unit can immediately make a Normal Move. Until the end of the turn, that unit is not eligible to shoot or declare a charge. '''FLESHBANE 1 CP''' Use this Stratagem in your Shooting phase, when a unit from your army is selected to shoot. Until the end of the phase, add +1 to the Damage characteristic of that unit’s weapons against MONSTERS. '''HATRED 2 CP''' Use this Stratagem in your Fight phase after making attacks with a unit, choose one of the targets of the unit’s attacks that suffered a wound, until the end of the phase add +1 to hit rolls when attacking that target. '''HIGH COMMAND 1 CP''' Use this Stratagem before the battle, when you are mustering your army. Select one CHARACTER model in your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. '''HIT & RUN 2CP''' Use this Stratagem in your Movement phase, when a unit from your army Falls Back. This unit is eligible to shoot and declare a charge this turn. '''INDEPENDENT CHARACTER 1CP''' Use this Stratagem when a CHARACTER would lose its last wound, each time this happens for the rest of the phase roll a D6, on a roll of 2+ the wound is ignored, instead a friendly unit within 3” of the model takes a Mortal Wound, if no such units remain then the model suffers the wound as normal. Note that you cannot use any rules to ignore the last wound caused on the character before using this Stratagem to ignore the wound. '''INFILTRATE 1CP''' Use this Stratagem before the first turn starts, move one of your units up to 9", this move cannot end within 12" of enemy units. '''MASTERY LEVEL II 1CP''' Use this Stratagem when a Psyker from your army has manifested the last psychic power they can manifest in their Psychic phase or taken a psychic action, that Psyker can immediately attempt to manifest one psychic power. '''OUTFLANK 1CP''' Use this Stratagem at the end of your Movement phase. Select a unit from your army that has been completely destroyed. Add a new unit that is identical to the one that was destroyed and set it up as reinforcements wholly within 6” of any board edge, more than 9” from enemy models. This Stratagem may not be used in games that do not use the rules for Reinforcement Points. '''PREFERRED ENEMY 1CP''' 1 CP: Use this Stratagem when a CHARACTER unit from your army kills a CHARACTER in the Fight phase. Gain D3 Command points. '''RAGE 3CP''' Use this Stratagem at the end of your Fight phase. Choose a unit that has already fought this phase, it can fight again but will not benefit from the Hatred Stratagem. '''SHROUDED 2CP''' Use this Stratagem when a unit from your army is targeted for a Shooting attack until the end of this phase your opponent suffers a -1 to hit while firing at that unit. '''SLOW AND PURPOSEFUL 2CP''' Use this Stratagem at the end of your Shooting phase by choosing a unit that Remained Stationary this turn. The chosen unit can shoot again but will not benefit from the Armourbane, Fleshbane or Sniper Stratagems. '''SNIPER 2CP''' Use this Stratagem in your Shooting phase, when a unit from your army fires, until the end of this phase the unit ignores penalties to its Hit rolls. In addition, this unit can choose to snipe by ignoring all rules that prevent a unit from being targeted by ranged attacks. When a unit snipes this way it hits on unmodified hit rolls of 6 instead of using its Ballistic skill. '''STUBBORN 1 CP''' Use this Stratagem when a model from your army regains a wound lost earlier in the battle, it immediately regains another wound lost earlier in the battle. '''UNIQUE 1CP''' Use this Stratagem before the battle, when you are mustering your army. Your army can take an extra 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.
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