Warhammer 40,000 Stratagem Project

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Stratagems[edit | edit source]

This project is meant to replace the unique Stratagems and the unique rules granted to units inside Detachments made up entirely of models from a single sub-faction.

Adeptus Astartes Space Marines[edit | edit source]

Black Templars[edit | edit source]

  • 1 CP Righteous Zeal: Use this Stratagem during the Movement phase after declaring a BLACK TEMPLARS unit is going to Advance. Add 6" to its Move characteristic instead of rolling a dice. In addition the unit counts its Rapid Fire weapons as Assault weapons (e.g. Rapid Fire 1 becomes Assault 1).
  • 1 CP Abhor the Witch: Use this Stratagem when an enemy PSYKER manifests a psychic power within 24" of a friendly BLACK TEMPLARS unit. Roll a D6: on a 4+, that psychic power is resisted by the sheer willpower of your unit and its effects are negated.

Imperial Fists[edit | edit source]

  • 1 CP Siege Masters: Use this Stratagem before attacking with a non-TITANIC IMPERIAL FISTS unit in the Shooting phase. That unit can re-roll failed wound rolls against BUILDINGS and enemy units do not benefit from cover against that units shooting attacks this turn.
  • 1 CP Bolter Drill: Use this Stratagem immediately before an IMPERIAL FISTS INFANTRY unit attacks in the Shooting phase. Each time you make a hit roll of 6+ firing a bolt weapon that model can immediately make another hit rolls using the same weapon at the same target (these bonus attacks themselves generate any further attacks). For the purpose of this Stratagem, a bolt weapon is any weapon with the word ‘bolt’ (e.g. boltgun, heavy bolter). Pedro Kantor's Dorn's Arrow is also a bolt weapon.

Iron Hands[edit | edit source]

  • 2 CP The Flesh is Weak: Use this Stratagem before deployment. Choose an IRON HANDS INFANTRY unit. Roll a D6 each time the unit loses a wound. On a 6, the damage is ignored and the model does not lose a wound.
  • Machine Empathy: Use this Stratagem before an IRON HANDS VEHICLE attacks in the Shooting phase. Until the endof the phase, that vehicle can ignore the penalties for moving and firing a Heavy weapon, or for Advancing and firing an Assault weapon.

Raven Guard[edit | edit source]

  • 3 CP Shadow Captain: Use this Stratagem at the start of your opponent's Shooting phase by choosing a RAVEN GUARD CAPTAIN. Enemy units must subtract 1 from their hit rolls while shooting at RAVEN GUARD INFANTRY units within 6" of the Captain until the end of the Shooting phase.
  • 1 CP Strike from the Shadows: Use this Stratagem when you can set up a RAVEN GUARD unit during deployment. You can set up the unit in the shadows instead of placing it on the battlefield. At the beginning of the first battle round but before the first turn begins, the unit emerges from their hiding pplace - set them up anywhere on the battlefield that is more than 9" away from any enemy models.

Salamanders[edit | edit source]

  • 1 CP Flamecraft: Use this Stratagem before a SALAMANDERS unit attacks in the Shooting phase. Add 1 to the wound rolls made for all of that unit's flame weapons. For the purposes of this Stratagem, a flame weapon is any weapon profile whose name includes the word ‘flame’ (e.g. flamer, heavy flamer, flamestorm cannon). Vulkan He’stan's Gauntlet of the Forge is also a flame weapon.
  • 2 CP Master Artisans: Use this Stratagem before a SALAMANDERS unit attacks in the Shooting or Assault phase. Add 1 to the Damage characteristic of any wound caused by that unit that has a Damage characteristic of 2 or more this phase (Damage D6 does an extra damage if you roll 3+).

White Scars[edit | edit source]

  • 1 CP Born in the Saddle: Use this Stratagem when a WHITE SCARS BIKER unit Advances. That unit can still shoot and charge this turn.
  • 1 CP Lightning Assault: Use this Stratagem after falling back with a WHITE SCARS unit, that unit can still charge this turn.

Ultramarines[edit | edit source]

  • 1 CP Scions of Guilliman: Use this Stratagem after falling back with an ULTRAMARINES unit, that unit can still shoot this turn.
  • 1 CP Codex Discipline: Use this Stratagem at the start of your turn by targeting an ULTRAMARINES CAPTAIN in one of your Battle Company Detachments. All units from the Captain's Battle Company Detachment within 12" can re-roll hit rolls of 1 and use the Captain's Ld until the end of the turn. A Detachment is a Battle Company Detachment if it only includes the following:
  • 1 Captain
  • 0-1 Chaplains
  • 0-2 Command Squads
  • 0-6 Tactical Squads
  • 0-2 of the following: Assault Squads, Bike Squads, Attack Bike Squads, Land Speeder Squadrons, Centurion Assault Squads
  • 0-2 of the following: Devastator Squad, Centurion Devastator Squad
  • 0-2 DREADNOUGHTS
  • 0+ Dedicated Transports

Craftworlds[edit | edit source]

Alaitoc[edit | edit source]

  • 1 CP Fieldcraft: Use this Stratagem at the start of an enemy Shooting phase. Pick an ALAITOC unit that is not TITANIC. Attacks that target that unit in this phase suffer a -1 to hit.
  • 2 CP Pathfinders: Use this Stratagem at the end of your Movement phase. Remove an ALAITOC RANGER unit from the table. The unit immediately recovers from any casualties it has taken, you can place the unit anywhere on the table within 6" of a table edge and more than 9" away from enemy models. The unit counts as having moved this turn.

Biel-tan[edit | edit source]

  • 2 CP Court of the Young King: Use this Stratagem at the start of your Charge phase. When you do so, pick a BIEL-TAN ASPECT WARRIOR unit from your army that contains an Exarch. You can add 2 to the result of the roll to see how far that unit can charge in the Charge phase, and can re-roll hit rolls of 1 for that unit in the following Fight phase. If the unit is within 6" of the Avatar of Khaine when the Stratagem is used, then add 3 to the charge roll and re-roll any failed hit rolls instead.
  • 1 CP Bladewind: Once per battle at the start of your turn you may use this Stratagem. Until the end of the turn before making an attack with a BIEL-TAN unit you may spend 1 CP to re-roll failed wound rolls of 1 for that unit until the end of your turn. If a unit affected by this Stratagem destroys one or more units this turn the CP cost for that unit is refunded.

Iyanden[edit | edit source]

  • 1 CP Guided Wraithsight: Use this Stratagem at the start of your turn. When you do so, pick an IYANDED Spiritseer from your army. Until your next turn the range of that model's Spirit Mark ability is increased from 6" to 12", and the ability allows friendly IYANDED WRAITH CONSTRUCT units to re-roll all failed hit rolls instead of only hit rolls of 1.
  • 1 CP Stoic Endurance: Use this Stratagem at the start of any turn. Pick an IYANDEN VEHICLE or WRAITH CONSTRUCT from your army. Until the end of this turn, use the top row of that model's damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.

Saim-Hann[edit | edit source]

  • 1 CP Warriors of the Raging Winds: Use this Stratagem when a SAIM-HANN BIKER unit Advances. That unit can still charge in the same turn, and counts Heavy weapons as Assault weapons (Heavy 3 becomes Assault 3). In addition, the unit can re-roll hit rolls of 1 in the Fight phase of that turn.
  • 1 CP Wild Host: Choose one of your SAIM-HANN Detachments that contained less than 5 units at the start of the battle, and that still contains a CHARACTER. All units in that Detachment can re-roll Advance and Charge rolls this turn.

Ulthwé[edit | edit source]

  • 1 CP Discipline of the Black Guardians: Use this Stratagem at the start of the Shooting or Fight phase. Pick an ULTHWÉ GUARDIAN unit from your army. Add 1 to all hit rolls made for that unit until the end of the phase.
  • 2 CP Foresight of the Damned: Use this Stratagem at the start of your opponent's turn. Pick an ULTHWÉ INFANTRY unit. Until the end of the turn the unit does not suffer from Morale. Roll a D6 each time a model from the unit suffers a wound this turn; on a 6 the wound is ignored. If the unit has a similar ability (e.g. the Hemlock Wraithfighter's Spirit Stones ability) add +1 to the rolls when rolling for that ability instead of rolling a D6 for this ability.

Necrons[edit | edit source]

Mephrit[edit | edit source]

  • 1 CP Solar Fury: Use this Stratagem before attacking with a MEPHRIT unit in the Shooting phase, armour and invulnerable saves cannot be taken against the first shot fired.
  • 2 CP Methodical Destruction: Use this Stratagem after a MEPHRIT unit has inflicted an unsaved wound on an enemy unit. Add 1 to hit rolls for friendly MEPHRIT units that target the same enemy unit this phase.

Nephrek[edit | edit source]

  • 1 CP Translocation Beams: Use this Stratagem during the Movement phase after declaring a NEPHREK unit is going to Advance. Add 6" to its Move characteristic instead of rolling a dice. In addition it gains the FLY keyword this phase.
  • 1 CP Translocation Crypt: Use this Stratagem during deployment. You can set up a NEPHREK INFANTRY or SWARM unit from your army in a translocation crypt instead of placing it on hte battlefield. At the end of any Movement phase after the first this unit can translocate into battle - set it up anywhere on the battlefield that is more than 9" away from any enemy models.

Nihilakh[edit | edit source]

  • 2/4 CP Aggressively Territorial: Use this Stratagem before in the Shooting phase before attacking with a NIHILAKH unit in your deployment zone. That unit can shoot twice this turn, it can target different units each time it fires. If the unit is TITANIC this Stratagem costs 4 CP, otherwise it costs 2 CP.
  • Reclaim a Lost Empire: Use this Stratagem at the end of your turn. Select a NIHILAKH unit from your army. If the unit is within 3" of an objective marker, or if it did not move for any reason during its turn, then until the start of your next turn you can add 1 to saving throws made for that unit and increase the Attacks characteristic of models in that unit by 1.

Novokh[edit | edit source]

  • 1 CP Talent for Annihilation: Use this Stratagem before a NOVOKH unit outside your deployment zone attacks in the Shooting phase. Each time you make an unmodified hit roll of 6 for a model in that unit, you can make one additional hit roll for that model with the same weapon against the same target. These additional hit rolls cannot themselves generate any further hits.
  • 3 CP Blood Rites: Use this Stratagem at the end of the Fight phase. Select a NOVOKH unit from your army - that unit can immediately fight for a second time.

Sautekh[edit | edit source]

  • 1 CP Relentless Advance: Use this Stratagem by targeting a SAUTEKH CHARACTER at the start of your Shooting phase. Until the end of the turn friendly SAUTEKH units within 6” of that model treat all ranged weapons they are equipped with as Assault weapons (e.g. a Rapid Fire 1 and a Heavy D6 weapon would become Assault 1 and Assault D6 respectively.) and do not suffer the penalty for Advancing and firing Assault weapons.
  • 1 CP Harbingers of the Storm: Use this Stratagem on a friendly SAUTEKH INFANTRY unit at the start of your turn. Until the start of your opponent’s next turn enemy units within 3” of the unit do not benefit from friendly Aura abilities.

Adeptus Mechanicus*[edit | edit source]

Agripinaa[edit | edit source]

  • Staunch Defenders:

Graia[edit | edit source]

  • Refusal to Yield:

Lucius[edit | edit source]

  • The Solar Blessing:

Mars[edit | edit source]

  • Glory to the Omnissiah:

Metalica[edit | edit source]

  • Relentless March:

Ryza[edit | edit source]

  • Red in Cog and Claw:

Stygies VIII[edit | edit source]

  • Shroud Protocols:

Astra Militarum*[edit | edit source]

Cadia[edit | edit source]

  • Born Soldiers:

Catachan[edit | edit source]

Chaos Daemons*[edit | edit source]

Khorne[edit | edit source]

Tzeentch[edit | edit source]

Nurgle[edit | edit source]

Slaanesh[edit | edit source]