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====Stratagems==== *'''Operative Requisition Sanctioned (2/3CP)''': In a matched game, set aside 95 reinforcement points as of CA 2019 (the cost of an Assassin) to call in an Assassin. Sounds absolutely dumb at first, because it's more expensive than an auxiliary reserve detachment. However, you use this stratagem ''during deployment'', meaning you can custom-tailor your list with the Assassin you need. Instead of bringing that Culexus to every battle as insurance against Psykers, you can instead use this stratagem. Facing Imperial Guard infantry? Bring a Vindicare to break their chain of command or an Eversor to RIP AND TEAR. Facing Thousand Sons or Eldar? Bring the Culexus you were going to anyway. Easy. The 3CP cost is for when you aren't playing matched play since there are no reinforcement points in other game types. *'''Priority Threat Neutralised (1CP)''': If an enemy {{W40kKeyword|character}} is slain by one of your Assassins, spend 1CP to get 2CP - a net gain of +1CP. This increases to gaining 3CP (or +2 because of the Stratagem cost) if said {{W40kKeyword|character}} was your enemy's Warlord. Pretty handy, literally no reason not to use this unless you have 0CP anyway. Probably hilarious when used with something like Kurov's Aquila or the Ultramarine WL trait. =====Callidus Stratagems===== *'''Acrobatic (1CP)''': Used in the Movement phase, allows a {{W40kKeyword|Callidus}} to advance and charge, and enemies must subtract 1 from hit rolls against her until the start of the next battle round, which includes the Assassin player's current fight phase, and their opponent's entire turn IF the opponent is taking the second turn. 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. *'''Supreme Deception (2CP)''': One use only, but during the start of any battle round after the first, one of your {{W40kKeyword|Callidus}} Assassins' Reign of Confusion ability functions again until the end of that battle round. See the Callidus Assassin entry for the usefulness of her ability, but 2CP to grant a 50% chance to cost the enemy extra CP is pretty steep: you'd have to expect the opponent to use 4 Stratagems that turn to mathematically break even. =====Culexus Stratagems===== *'''Pariah's Gaze (1CP)''': One {{W40kKeyword|Culexus}} Assassin's ranged weapons gains D3 damage for the duration of the Shooting phase, which makes the Animus Speculum absolutely terrifying against regular TEQs and Psyker characters of all kinds. The Stratagem also works on the Psyk-Out grenade, but it will still only do ''one'' mortal wound on the 6+ to hit against a {{W40kKeyword|daemon}} or {{W40kKeyword|psyker}}. *'''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 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 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)''': After you hit a {{W40kKeyword|vehicle}} or {{W40kKeyword|monster}} during the Shooting phase with a {{W40kKeyword|Vindicare's}} Exitus rifle or pistol, deal 1d3 mortal wounds instead of regular damage, but you cannot use the new Headshot ability that Vindicares have. While softening up a Tyranid Malanthrope sounds helpful, you'd be wounding on 4s with a regular Exitus rifle shot anyway, and then you get the chance for the d6 damage on a 6+ to wound, as well as the Headshot ability for mortal wounds anyway. Also, there should really be no reason for a Vindicare to be shooting vehicles unless you're a madman playing a pure Assassin army (21 assassins in an 1800 point army ftw!) or your opponent brought Bjorn, Ashmantle, or a Chaplain Dread. This is also useful if you want to finish off a critically damaged enemy unit and absolutely want the job done properly; 2+ to hit, bang garunteed at least 1 mortal wound. Go on, brain the pilot of that doom scythe you know you want to.
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