Using Stratagems
- Select targets → reduce CP by cost → resolve effect.
- Cannot use the same stratagem more than once per phase.
- Cannot target the same unit with more than one stratagem per phase (unless stated).
- Additional cost sections (+1CP etc.) require that extra payment.
Either Player's Turn
Any phase
When: Just after making an Advance, Charge, Damage, Hazard, Hit, Save, Wound roll, or a roll to determine attacks for a friendly unit/model.
Effect: Re-roll that roll. Rolling multiple dice: select one die. Charge rolls must be re-rolled in full.
Your Turn
Fight phase
When: Just after a friendly CHARACTER unit is selected to fight.
Effect: Select one CHARACTER model. Until end of phase, that model's melee weapons gain [PRECISION].
Your Turn
Command phase — Battle-Shock step
When: Just before making a battle-shock roll for a friendly unit.
Effect: That battle-shock roll automatically succeeds.
Once per battle.
Your Turn
Shooting phase
Target: One friendly unengaged EXPLOSIVES/GRENADES unit eligible to shoot that did not advance.
Effect: Select one EXPLOSIVES/GRENADES model and one unengaged enemy unit within 8" and visible. Roll 6D6: each 4+ = 1 mortal wound on that enemy unit.
Your Turn
Charge phase
When: Just after a friendly MONSTER/VEHICLE unit ends a charge move.
Effect: Select one engaged enemy unit and one model in your unit engaged with it. Roll D6s equal to that model's T: each 1 = your unit suffers 1 MW; each 5+ = enemy suffers 1 MW (max 6 MW total).
Opponent's Turn
End of opponent's Movement phase
Target: One friendly unit in strategic reserves (excluding AIRCRAFT).
Effect: Your unit makes an ingress move.
Cannot be used during the first battle round.
Opponent's Turn
End of opponent's Movement phase
Target: One friendly unengaged unit (excluding TITANIC).
Effect: Snap shooting — target one visible enemy within 24". Hits only on unmodified 6; cannot re-roll hit rolls. Unit cannot start an action until end of phase.
Opponent's Turn
Start of opponent's Shooting phase
Target: One friendly SMOKE unit.
Effect: Until end of phase, each time an attack targets your SMOKE unit, or a unit not fully visible due to your SMOKE unit, that target has Benefit of Cover.
Opponent's Turn
End of opponent's Charge phase
Target: One friendly unengaged unit within 12" of one or more enemy units (VEHICLE only if CHARACTER/WALKER).
Effect: Resolve a charge. Select mode before rolling:
- Leap to Defend (1CP) — targets must be units that charged this phase and are within max distance.
- Into the Fray (2CP) — charge roll result over 6 becomes 6; targets can be any enemy within 6" and within max distance.
Opponent's Turn
Fight step of opponent's Fight phase
When: Just after an enemy unit has resolved its attacks.
Target: One friendly unit eligible to fight.
Effect: Until end of phase, your unit has Fights First and must be the next unit selected to fight.