HEALING BALMS1CP
Space Wolves – Battle Tactic Stratagem
Learned in arcane biomechanics and chirurgery, Wolf Priests apply their rough surgery, shamanistic rites and medicinal balms to drag warriors back from the gates of Morkai’s realm of death.
Use this Stratagem at the end of your
Movement phase. Select one
SPACE WOLVES INFANTRY,
SPACE WOLVES BIKER or
SPACE WOLVES CAVALRY model from your army within 3" of a friendly
SPACE WOLVES WOLF PRIEST to be healed. That model regains up to D3 lost wounds. Each model can only be healed once per turn.
CUNNING OF THE WOLF1CP
Space Wolves – Battle Tactic Stratagem
The most successful hunts are those where the prey doesn’t know they are being hunted.
Use this Stratagem during deployment. Select one SPACE WOLVES INFANTRY unit from your army. All models in that unit gain the Outflank ability.
FIGHT AS BROTHERS2CP
Emperor’s Spears – Battle Tactic Stratagem
Having spent years relying on their trusted brothers, when Emperor’s Spears fight together, little can stay their blows.
Use this Stratagem in the
Fight phase, when an
EMPEROR’S SPEARS INFANTRY unit from your army is selected to fight. Select one enemy unit within
Engagement Range of that unit and one or more other friendly
EMPEROR’S SPEARS INFANTRY units. Until the end of the phase, each time a friendly
EMPEROR’S SPEARS INFANTRY unit makes a melee attack against that unit, you can re-roll the
hit roll.
SKOVAKARAH UHL ZAÛRN!1CP/2CP
Emperor’s Spears – Battle Tactic Stratagem
The battle cry of the Emperor’s Spears is the call that precedes their red work.
Use this Stratagem in the
Fight phase, when an
EMPEROR’S SPEARS CORE or
EMPEROR’S SPEARS CHARACTER unit from your army that made a
charge move, was charged or
performed a Heroic Intervention this turn is selected to fight. Until the end of the phase, each time a model in that unit makes a melee attack, add 1 to that attack’s
wound roll. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
CAST OUT THY BLACKENED SOUL2CP
Exorcists – Battle Tactic Stratagem
Daemonic possession gives each battle-brother of the Exorcists a personal revelation about the nature of daemonkind, and with this knowledge they banish their foe.
Use this Stratagem in your
Shooting phase, when an
EXORCISTS CORE or
EXORCISTS CHARACTER unit from your army is selected to shoot, or the
Fight phase, when an
EXORCISTS CORE or
EXORCISTS CHARACTER unit from your army is selected to fight. Select one enemy
CHAOS DAEMON unit within 12" of that unit. Until the end of the phase, each time a model in that friendly unit makes an attack against that enemy unit, you can re-roll the
wound roll.
VICIOUS RIPOSTE1CP
Black Templars – Battle Tactic Stratagem
Every blow against a Black Templar is answered in kind.
Use this Stratagem in the
Fight phase, when a
BLACK TEMPLARS INFANTRY unit from your army is chosen as the target of an attack. Until the end of that phase, each time a melee attack is allocated to a model in that unit, on an unmodified
save roll of 6 the attacking model’s unit suffers 1
mortal wound after it has finished fighting. Note that a saving throw can be taken even if, due to the Armour Penetration characteristic of the attack, it would not be possible to make a successful saving throw. Also note that once the last model in this unit is destroyed, any remaining wounds cannot be allocated (so no further saving throws can be made).
DEVOUT PUSH1CP
Black Templars – Battle Tactic Stratagem
The Black Templars hurl themselves into the enemy ranks.
Use this Stratagem at the start of the
Fight phase. Select one
BLACK TEMPLARS INFANTRY unit or one
BLACK TEMPLARS BIKER unit from your army. That unit can immediately
pile in, even if it is not within
Engagement Range of any enemy units, and, until the end of the phase, when that unit
consolidates, it can move up to 6" instead of 3".
STAND YOUR GROUND1CP
Salamanders – Battle Tactic Stratagem
Such is their famed endurance that the Salamanders are able to stand firm amidst storms of small-arms fire and lesser blows.
Use this Stratagem in any phase, when a
SALAMANDERS INFANTRY unit from your army that is not a
SERVITOR and did not
Advance in this phase or your previous
Movement phase is chosen as the target for an attack. Until the end of that phase, when resolving an attack made with a weapon that has a Damage characteristic of 1 against a model in that unit, add 1 to the
saving throw. This does not affect
invulnerable saving throws.
THE SWORDSMAN’S STRIKE1CP/2CP
Silver Templars – Battle Tactic Stratagem
The Silver Templars view all battles, no matter their scale, as a duel between two gestalt opposed combatants. Their battle strategies thus focus on how best to deliver the killing blow that swiftly and decisively ends that duel.
Use this Stratagem in your
Shooting phase, when a
SILVER TEMPLARS PRIMARIS CORE unit from your army is selected to shoot, or in the
Fight phase, when a
SILVER TEMPLARS PRIMARIS CORE unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack against a
CHARACTER unit, add 1 to that attack’s
hit roll. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
THE CRUCIBLE OF BATTLE1CP
Salamanders – Battle Tactic Stratagem
Only where the battle is fiercest and the enemy can be faced eye to eye can the Salamanders truly be tested.
Use this Stratagem in the
Shooting or
Fight phase, when a
SALAMANDERS CORE or
SALAMANDERS CHARACTER unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the
wound roll.
THE SHIELD UNWAVERING2CP
Imperial Fists – Battle Tactic Stratagem
Once the Imperial Fists have captured a site of strategic importance, they dig in and hold their position no matter what the enemy hurls at them.
Use this Stratagem at the end of your
Morale phase. Select one
IMPERIAL FISTS INFANTRY unit from your army that is within 3" of any
objective markers. Until the start of your next turn, add 1 to the Attacks characteristic of models in that unit, and when resolving an attack made against that unit, add 1 to the
saving throw (excluding
invulnerable saves).
BOLTER DRILL2CP
Imperial Fists – Battle Tactic Stratagem
The sons of Dorn maintain strict fire discipline, standing shoulder to shoulder as they unleash devastating volleys of bolt rounds into the foe.
Use this Stratagem in your
Shooting phase, when you choose an
IMPERIAL FISTS CORE or
IMPERIAL FISTS CHARACTER unit from your army to shoot with. Until the end of that phase, when resolving an attack made by a model in that unit with a
bolt weapon, an unmodified
hit roll of 6 scores 1 additional hit.
CLAIM RUNES1CP
Silver Templars – Battle Tactic Stratagem
When faced with overwhelming numbers, the Silver Templars employ a system of rune-marking their chosen targets on their autosenses, allowing for pinpoint and hyper-efficient slaughter.
Use this Stratagem in the
Fight phase, when a
SILVER TEMPLARS PRIMARIS unit from your army is selected to fight. If, when it was selected to fight, that unit was within
Engagement Range of an enemy unit containing more models than itself, then until the end of the phase, each time a model in that
SILVER TEMPLARS unit makes an attack:
- Add 1 to the Strength characteristic of that attack.
- Improve the Armour Penetration characteristic of that attack by 1.
AGGRESSIVE ONSLAUGHT1CP
Flesh Tearers – Battle Tactic Stratagem
Flesh Tearers constantly push towards new foes, moving one step closer to engaging the enemy and sating their lust to kill.
Use this Stratagem in the
Fight phase. Select one
FLESH TEARERS INFANTRY unit from your army. Until the end of the phase, each time a model in that unit makes a
pile-in or
consolidation move, it can move up to an additional 3".
REJECT THE FLESH, EMBRACE THE MACHINE1CP
Iron Hands – Battle Tactic Stratagem
By trusting in the ironclad gifts of the Omnissiah that stud their flesh, the Iron Hands can withstand even the most punishing attacks of their enemies.
Use this Stratagem in any phase, when an
IRON HANDS INFANTRY unit from your army is chosen as the target for an attack. Until the end of that phase, when a model in that unit would lose a wound, roll one D6, adding 1 to the result if that model has the
All Flesh is Weakness Warlord Trait. On a 5+ that wound is not lost.
LINE UNBREAKABLE1CP
Dark Angels – Battle Tactic Stratagem
Many foes have charged the Dark Angels’ lines, only to be met by an unbreakable wall of ceramite.
Use this Stratagem at the start of the
Fight phase. Select one
DARK ANGELS INFANTRY unit from your army. Until the end of the phase, that unit can only be selected as a target for melee attacks if the attacking model is within
Engagement Range of it (note that this means that enemy models that are not within Engagement Range but are within 1/2" of a model from their own unit that is itself within 1/2" of this
DARK ANGELS INFANTRY unit cannot target it with melee attacks this phase).
LAY LOW THE TYRANTS1CP
Raven Guard – Battle Tactic Stratagem
Those who would abuse their strength to oppress the weak and humble are amongst the Raven Guard’s most favoured prey.
Use this Stratagem when a
RAVEN GUARD INFANTRY unit or
RAVEN GUARD BIKER unit from your army is chosen to fight with in the
Fight phase. Until the end of the phase, when resolving an attack made by a model in that unit against a
CHARACTER unit that is not a
VEHICLE, or against a unit that is not a
VEHICLE and contains any models with a Wounds characteristic of 4 or more, add 1 to the
wound roll.
TRANSHUMAN PHYSIOLOGY1CP/2CP
Adeptus Astartes – Battle Tactic Stratagem
Space Marines can fight through even the most grievous of wounds.
Use this Stratagem in any phase, when a PRIMARIS 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. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
GENE-WROUGHT MIGHT1CP
Adeptus Astartes – Battle Tactic Stratagem
Blessed with incredible strength, Primaris Space Marines deliver blows that inflict terrifying damage.
Use this Stratagem in the
Fight phase, when a
PRIMARIS 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, an unmodified
hit roll of 6 automatically wounds the target.
WIND-SWIFT2CP
White Scars – Battle Tactic Stratagem
It is said on Chogoris that the sons of the Khan ride the stormwinds themselves, racing swift and wrathful into war.
Use this Stratagem in your
Movement phase after a
WHITE SCARS unit (excluding
ARTILLERY) from your army has made a
Normal Move or has
Fallen Back. That unit can make an
Advance move. Until the end of the turn, that unit cannot shoot,
declare a charge or attempt to
manifest any psychic powers.
SONS OF GUILLIMAN1CP
Ultramarines – Battle Tactic Stratagem
Ultramarines fight as the Codex dictates, eschewing individual glory to function as a disciplined, cohesive killing machine.
Use this Stratagem when an
ULTRAMARINES INFANTRY or
ULTRAMARINES BIKER unit from your army is chosen to shoot with in your
Shooting phase or fight with in the
Fight phase. If that unit has the Troops
Battlefield Role, until the end of that phase, when resolving an attack made by that unit, you can re-roll a
hit roll. Otherwise, until the end of that phase, when resolving an attack made by that unit, you can re-roll a hit roll of 1.
MARKED FOR COMMAND1CP
Dark Angels – Requisition Stratagem
On occasion, a junior-ranking leader will demonstrate ability expected only of those of much loftier rank. Such individuals are highly rewarded, and marked for greater things.
Use this Stratagem before the battle. Select one
DARK ANGELS Ravenwing Huntmaster or Knight Master model or a
DARK ANGELS model from your army that has the word ‘Sergeant’ in their profile. That model can have one of the following
Special-issue Wargear Relics, even though they are not a
CHARACTER:
Master-crafted Weapon;
Digital Weapons;
Atonement;
Bolts of Judgement. 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.
ORISON CULT1CP/2CP
Exorcists – Requisition Stratagem
The Chapter houses a series of cults, each a proud sub-sect with traditions and associations concerning the role of a battle-brother on the battlefield.
Use this Stratagem before the battle, when you are mustering your army, if every unit in your army has the
ADEPTUS ASTARTES keyword (excluding
AGENT OF THE IMPERIUM and
UNALIGNED units). Select one
EXORCISTS CORE or
EXORCISTS CHARACTER unit from your army, then select one
combat doctrine. Once per battle, in your
Command phase, you can select that combat doctrine to be active for that unit instead of any other combat doctrine until the start of your next Command phase. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
THANE OF THE RETINUE1CP
Space Wolves – Requisition Stratagem
The lords of the Fang are stern but generous masters, who may reward a worthy warrior with an artefact of great power.
Use this Stratagem before the battle, when you are mustering your army, if your
WARLORD has the
SPACE WOLVES keyword. Select one
SPACE WOLVES model from your army that has the word ‘Sergeant’ or ‘Pack Leader’ in their profile. That model can have one of the following
Special-issue Wargear Relics, even though they are not a
CHARACTER:
Master-crafted Weapon;
Digital Weapons;
Frost Weapon;
Morkai’s Teeth Bolts. 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.
COGITATED MARTYRDOM1CP
Iron Hands – Requisition Stratagem
It is not a difficult sum for a warrior of the Iron Hands to cogitate, that his commanding officers’ lives are worth more to the Imperium than his own.
Use this Stratagem at the start of the
Shooting phase. Select one
IRON HANDS INFANTRY unit from your army. Until the end of the phase, when a friendly
IRON HANDS CHARACTER model (excluding
VEHICLE models) within 3" of that unit would lose any wounds as a result of an attack made against that model, that unit can attempt to intercept that attack. Roll one D6 before any rolls to ignore wounds (e.g.
The Flesh is Weak, Adamantine Mantle etc.) are made; on a 2+ that model does not lose those wounds and that unit suffers 1
mortal wound for each of those wounds. Only one attempt can be made to intercept each attack.
HUNTERS’ FUSILLADE1CP
White Scars – Strategic Ploy Stratagem
White Scars train tirelessly to accurately fire even the heaviest weapons whilst racing into battle.
Use this Stratagem when a WHITE SCARS unit from your army Advances. Until the end of the turn, Heavy weapons and Rapid Fire weapons models in that unit are equipped with are treated as Assault weapons (e.g. a Rapid Fire 2 weapon is treated as an Assault 2 weapon).
SQUAD DOCTRINES1CP
Ultramarines – Strategic Ploy Stratagem
Each squad within an Ultramarines strike force at war is ready to switch to a new combat doctrine at a moment’s notice.
Use this Stratagem at the start of your
Movement phase. Select one
ULTRAMARINES INFANTRY or
ULTRAMARINES BIKER unit from your army, then select either the
Devastator,
Tactical or
Assault Doctrine. Until the start of your next Movement phase, that unit gains the bonus of that combat doctrine instead of the active combat doctrine.
BUTCHERED QUARRY1CP
White Scars – Strategic Ploy Stratagem
Many attempt to flee from the White Scars’ wrath like prey put to flight. Yet the huntsmen of Chogoris are not so easily evaded.
Use this Stratagem when an enemy unit Falls Back within 1" of any WHITE SCARS INFANTRY or WHITE SCARS BIKER units from your army, before it moves. Select one of those WHITE SCARS units that is not within 1" of any other enemy units; each model in the selected unit can make one attack with a melee weapon against that enemy unit as if they were within 1" of it. After these attacks are made, if that enemy unit is not destroyed, it can then make its Fall Back move; after it has moved, each model in the selected unit can move up to 3", so long as they end this move closer to that enemy unit and not within 1" of any enemy units.
GUERILLA TACTICS1CP
Adeptus Astartes – Strategic Ploy Stratagem
At the opportune moment, Space Marine infiltration units slip away from battle, only to relocate and strike the foe again.
Use this Stratagem in your
Movement phase, when a
PHOBOS unit from your army that is more than 6" from any enemy models is selected to move. If the mission you are playing is using the
Strategic Reserves rule, place that unit into Strategic Reserves.
STEADY ADVANCE2CP
Adeptus Astartes – Strategic Ploy Stratagem
A measured advance allows Space Marines to unleash a steady stream of fire.
Use this Stratagem in your
Movement phase, when an
ADEPTUS ASTARTES INFANTRY unit from your army makes a
Normal Move. Until the end of the turn, that unit is considered to have
Remained Stationary.
UNCOMPROMISING FIRE2CP
Adeptus Astartes – Strategic Ploy Stratagem
Switching weapons to full auto, the Space Marines unleash a short-lived but inescapable hail of fire.
Use this Stratagem in your
Shooting phase. Select one
ADEPTUS ASTARTES INFANTRY unit from your army that is performing an
action. That unit can shoot this phase without that action failing.
INFILTRATORS1CP
Raven Guard – Strategic Ploy Stratagem
The Raven Guard are masters of infiltration, slipping unseen across the battlefield before striking from the shadows to annihilate their foes with gun and blade.
Use this Stratagem at the start of the first battle round, before the first turn begins. Select one
RAVEN GUARD INFANTRY unit from your army that is on the battlefield. That unit can move as if it were your
Movement phase. The unit must end that move more than 9" away from any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. Each unit can only be selected for this Stratagem once per battle.
STRANGLEHOLD2CP
Raven Guard – Strategic Ploy Stratagem
By the time the enemy engages the Raven Guard, their rear lines are already in the talon-grip of the Chapter’s covert vanguard, choking them off from vital battlefield support.
Use this Stratagem at the start of the first battle round, before the first turn begins, if your army includes any RAVEN GUARD SCOUT or RAVEN GUARD PHOBOS units. Until the end of that battle round, you can roll one D6 each time your opponent spends Command Points to use a Stratagem; on a 5+ your opponent must spend 1 additional Command Point, or else that Stratagem has no effect and cannot be used again this phase (the Command Points spent so far are lost). You can only use this Stratagem once per battle.
TELEPORTARIUM1CP
Deathwatch – Strategic Ploy Stratagem
Utilising the arcane secrets of teleportation technology, the Deathwatch burst from nowhere to attack.
Use this Stratagem during deployment. Select one DEATHWATCH INFANTRY, DEATHWATCH DREADNOUGHT or DEATHWATCH BIKER unit from your army. All models in that unit gain the Teleport Strike ability. 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).
STRIKE FROM THE SHADOWS1CP
Raven Guard – Strategic Ploy Stratagem
The deadliest strike comes always from the least expected quarter. So taught Corax.
Use this Stratagem during the Declare Reserves and Transports step of your mission. Select one
RAVEN GUARD INFANTRY unit from your army. You can set up that unit in ambush instead of setting it up on the battlefield. If you do, at the end of one of your
Movement phases you can set up that unit anywhere on the battlefield that is more than 9" away from any enemy models.
A DEADLY PRIZE1CP
Raven Guard – Strategic Ploy Stratagem
If critical objectives look close to falling into enemy hands, the Raven Guard will often plant explosives to deny their capture.
Use this Stratagem at the end of your turn. Select one
objective marker that is within 3" of any
RAVEN GUARD INFANTRY units from your army and not within 3" of any enemy units. The next time an enemy unit ends a move within 3" of that objective marker, roll one D6; on a 2-4, that enemy unit suffers D3
mortal wounds; on a 5+ it suffers 3 mortal wounds. You cannot use this Stratagem on the same objective marker more than once per battle.
CLOSE-RANGE BOLTER FIRE2CP
Imperial Fists – Strategic Ploy Stratagem
The ability to hose your foe in bolter fire while battling toe to toe has proven vital across countless trenches and battlements.
Use this Stratagem in your
Shooting phase, when you choose an
IMPERIAL FISTS CORE or
IMPERIAL FISTS CHARACTER unit from your army to shoot with. Until the end of that phase,
bolt weapons models in that unit are equipped with have the
Pistol type instead of their normal type (e.g. a
Rapid Fire 2 bolt weapon becomes Pistol 2).
SELF SACRIFICE2CP
Salamanders – Strategic Ploy Stratagem
The Salamanders are amongst the most noble and selfless of the Adeptus Astartes, laying down their lives in others’ defence.
Use this Stratagem at the start of your opponent’s
Shooting phase. Select one
SALAMANDERS INFANTRY unit that contains 5 or more models from your army that is not within 1" of any enemy units, and then select one other
INFANTRY unit from your army that is wholly within 6" of the selected unit. Until the end of the phase, your opponent cannot target the second unit you selected unless that unit is the closest enemy unit to the firing model and visible to it, or it is no longer wholly within 6" of the first unit you selected. In addition, until the end of the phase, the first unit you selected is always an eligible target for enemy shooting attacks provided it is within range and is visible to the firing model (i.e. it can be targeted even whilst under the effects of any rules that would prevent it from being targeted, such as the
Shrouding psychic power).
TENACIOUS ASSAULT2CP
Black Templars – Strategic Ploy Stratagem
The Black Templars rarely permit their foes to retreat.
Use this Stratagem in your opponent’s
Movement phase, when an enemy
INFANTRY unit within
Engagement Range of any
BLACK TEMPLARS INFANTRY units from your army is chosen to
Fall Back. Roll one D6: on a 2+, that enemy unit cannot Fall Back this turn.
THE EMPEROR’S WILL1CP
Black Templars – Strategic Ploy Stratagem
It is the divine command of the God-Emperor that the Black Templars bring ruin to Humanity’s foes.
Use this Stratagem in your
Movement phase, when a
BLACK TEMPLARS INFANTRY unit from your army
Advances. Until the end of the turn:
- Models from that unit can still shoot with their Pistol weapons.
- That unit is eligible to declare a charge with, even though it Advanced this turn.
KEEN SENSES1CP
Space Wolves – Strategic Ploy Stratagem
The heightened senses of the Space Wolves allow them to sniff out prey wherever, or however, it is hidden.
Use this Stratagem in your
Shooting phase. Select one
SPACE WOLVES INFANTRY,
SPACE WOLVES BIKER or
SPACE WOLVES CAVALRY unit from your army. Until the end of the turn, you can ignore any or all
hit roll, Ballistic skill and Weapon skill modifiers, and each time you make a
charge roll for that unit, you can ignore any or all modifiers to that charge roll.
BESTIAL NATURE1CP
Space Wolves – Strategic Ploy Stratagem
Every son of Russ feels the instinctive feral impulses flood through them in battle, a howling and vicious urge to hunt.
Use this Stratagem in your
Command phase if a
combat doctrine is active for your army. Select one
SPACE WOLVES INFANTRY,
SPACE WOLVES CAVALRY or
SPACE WOLVES BIKER unit from your army. Until the start of your next Command phase, that unit gains the bonus of the Assault Doctrine instead of the active combat doctrine.
SPECIAL-ISSUE LOADOUT2CP
Deathwatch – Wargear Stratagem
Individual shells are loaded when optimised volleys are required.
Use this Stratagem in your
Shooting phase, when you select a
DEATHWATCH INFANTRY unit from your army to shoot. Until the end of the phase,
bolt weapons (excluding bolt sniper rifles) without the
Special-issue Ammunition ability that models in that unit are equipped with gain that Special-issue Ammunition ability and their Type characteristic is changed to
Heavy 1.
AUSPEX SCAN2CP
Adeptus Astartes – Wargear Stratagem
Nearby motion and radiation signatures are detected by a handheld device, forewarning the bearer of ambushes.
Use this Stratagem at the end of the
Reinforcements step of your opponent's
Movement phase. Select one
ADEPTUS ASTARTES INFANTRY unit 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.
SMOKESCREEN1CP
Adeptus Astartes – Wargear Stratagem
Throwing down a hail of smoke grenades or deploying their smoke launchers, the Space Marines screen themselves from the enemy.
Use this Stratagem in your opponent's
Shooting phase, when an
ADEPTUS ASTARTES SMOKESCREEN 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, subtract 1 from that attack's
hit roll.
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| BOLTER DRILL Crimson Fists Stratagem The Crimson Fists maintain strict fire discipline at all times, standing shoulder to shoulder with their battle-brothers as they unleash devastatingly accurate volleys of bolter fire into the foe. Use this Stratagem just before a CRIMSON FISTS INFANTRY unit attacks in the Shooting phase. Until the end of the phase, each time you make a hit roll of 6+ for a model from that unit firing a bolt weapon, that model can immediately make another hit roll using the same weapon at the same target (these bonus attacks cannot themselves generate any further attacks). For the purposes of this Stratagem, a bolt weapon is any weapon profile whose name includes the word 'bolt’ (e.g. boltgun, bolt rifle, heavy' bolter, boltstorm gauntlet). Duty’s Burden and Pedro Kantor’s Dorn’s Arrow are also bolt weapons. | |
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