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Oct 6th, 2015
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  1. A player receives stratagem points equal to the number of tiles they own.
  2.  
  3. IF a player has a lower battlescore they receive an additional stratagem point.
  4. eg Attacker BattleScore 4527 has 3, Defender BattleScore 3017 has 2 so Attacker receives 3 stratagem points and defender receives 3. Attacker BattleScore 2527 has 2, Defender BattleScore 3017 has 3 so Attacker receives 3 stratagem points and defender receives 3.
  5.  
  6.  
  7. STRATAGEM ORDERS:
  8. Each stratagem order can only be used once per mission.
  9.  
  10.  
  11.  
  12. ATTACKERS:
  13.  
  14. The player who is attacking the hex.
  15.  
  16. ALL ACCORDING TO PLAN 2 Stratagem Points
  17. This stratagem is used before the game begins, 3 units in your army now have the scout USR
  18.  
  19. SPY NETWORK 2 Stratagem Points
  20. This stratagem is used before the game begins, 3 units in your army now have the infiltrate USR
  21.  
  22. LOCK AND LOAD 1 Stratagem Points
  23. This stratagem is used at the start of one of your turns,Units arriving from deepstrike reserve have the twin
  24. linked special rule
  25.  
  26. LASERBURN 3 Stratagem Points
  27. This stratagem is used at the start of one of your Shooting phases. Nominate one point anywhere on the battlefield,
  28. and a second within 8" of the first. Scatter both points D6", then draw a straight line (considered to be 1mm
  29. thick) between them. Each unit (friend or foe) under the line suffers a number of Strength 9 AP2 hits which are
  30. Randomly Allocated. The number of hits a unit suffers is equal to the number of models from that unit that are
  31. under the line. Vehicles are hit on their side armour.
  32.  
  33. HEAVY DUTY DROP 2 Stratagem Points
  34. This stratagem is used before you make Reserve Rolls on your first turn. Select up to 3 vehicles and/or Monstrous
  35. Creatures (not including Flyers or Flying Monstrous Creatures) that do not have the Deep Strike special rule. The
  36. chosen units can deploy from Deep Strike.
  37.  
  38. DAWN ASSAULT 1 Stratagem Point
  39. The Night Fighting rules are used until the start of the Attacker’s second turn.
  40.  
  41. DESPERATE LAST PUSH 1 Stratagem Point
  42. This stratagem is used at the end of Turn Six. If the mission uses Variable
  43. Game Length, you may choose to re-roll the D6 that determines if the game ends or continues.
  44.  
  45.  
  46. DEFENDERS:
  47.  
  48. The player who is defending the hex.
  49.  
  50.  
  51. RAPID REINFORCEMENTS 1 Stratagem Point
  52. This stratagem is used at the start of one of your turns, before any Reserve Rolls are made. Select up to 3 of your
  53. units that are still in Reserve. These units will automatically arrive from Reserves this turn.
  54.  
  55. KRAK MINES 2 Stratagem Points
  56. This stratagem is used at the start of one of the Attacker’s turns, before any Reserve Rolls are made. Roll a D6
  57. each time an Attacking unit arrives from Reserves by Deep Strike this turn and has been placed on the table: on a
  58. 4+ that unit immediately suffers D6 Strength 6 AP4 hits. Vehicles are hit on their side armour. Wounds are
  59. allocated by the controlling player.
  60.  
  61. FOXHOLES 2 Stratagem Points
  62. All of your non-vehicle, non-Monstrous Creature models gain a 5+ cover save until the start of the Attacker’s
  63. Movement phase.
  64.  
  65. JAMMERS 3 Stratagem Points
  66. This stratagem is used at the start of one of the Attacker’s turns, before any Reserve Rolls are made. Until the
  67. end of that turn, the Attacker must roll an additional D6 for scatter distance each time one of his units arrives
  68. from Deep Strike Reserve (a unit that rolls a Hit still will not scatter).
  69.  
  70. AMMUNITION STORES 2 Stratagem Points
  71. This stratagem is used at the start of one of your Shooting phases. Until the end of that phase, all infantry may
  72. reroll to hit rolls of a one.
  73.  
  74. DROP ZONE DENIAL 2 Stratagem Points This stratagem is used at the start of the Attacker’s first turn, before any
  75. Reserve Rolls are made. For the duration of the game, roll a D6 each time one of the Attacker’s units arrives from
  76. Reserves and is about to move onto the table from the Attacker’s table edge: on a 4+, the Defender may select a
  77. point on any table edge – that unit must move onto the table from that point instead.
  78.  
  79. DEFIANT TO THE END 1 Stratagem Point
  80. This stratagem is used at the end of Turn Five. If the mission uses Variable Game Length, you may choose to re-roll
  81. the D6 that determines if the game ends or continues.
  82.  
  83. HIGH ALERT DEFENSES 2 STRATAGEM POINTS
  84. This stratagem is used before the game begins , there is no need to roll for who deploys first , the defender may choose.
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