Stratagems

 STRATAGEMS 

Equipment Mule (Reinforce): 1CP. Select one SOLIAN INFANTRY unit with an Equipment Mule that has taken casualties. Roll a D6. Above rolls of 1, that result grants that many casualties back to the squad. Cannot be more than that unit's starting model number.

Equipment Mule (Refresh): 1CP. Select one SOLIAN INFANTRY unit with an Equipment Mule. That unit gains +1 to wound rolls for the remaining turn.

Equipment Mule (Resupply): 1CP. Select one SOLIAN INFANTRY unit with an Equipment Mule. The unit can now all use grenades instead of 2 models in the unit.

Command Spike (Stratagem): 2CP. Select one SOLIAN INFANTRY unit. They gain a +1 bonus to all morale, attrition, and similar tests/checks made against them for the morale phase until the next command phase.

Matter-Grabbers: 2CP. Select one SOLIAN INFANTRY unit. That unit can now move through difficult and rough terrain as well as cover unhindered for the rest of the turn.

Translocator Node: 2CP. Select one SYNTH INFANTRY unit. Relocate them off board. They may be deep striked for at least 9" away from the enemy.

Energy Surge: 2CP. Select one SYNTH INFANTRY unit. That unit can advance 6 inches farther and cannot suffer from the penalties of advancing for the remaining turn.

Terminate: 2CP. Select one SYNTH INFANTRY unit. When this unit attacks any characters, any SYNTH units within 6" can target that character as well without penalty. The entire unit of the selected unit may target that character unless line of sight is completely blocked.

Serrating Shots: 1CP. Select one unit of any type. The next shooting attack ignores cover.

Chase: 1CP. Select one INFANTRY unit. They may move an extra 6", but it must be towards an enemy.

Charge Bayonets: 2CP. All energy bayonet profiles gain +1 strength and can re-roll failed rolls once in melee for the rest of the turn.

Flight of the Valkyries: 2CP. Select one vehicle. Relocate them off board. They may deep strike for at least 9" away from the enemy.

Systems Check: 1CP. Select one vehicle. Heal 2 wounds.

Armored Squad: 3CP. Select two or more vehicles, up to four in total. Do not mix vehicles that can HOVER or WALKERS with vehicles that do not have these keywords; They are now counted as one unit for all purposes, cannot suffer from coherency checks, morale/attrition tests, or be executed. They must move at their minimum speed plus 2".

Random Reroute: 3CP. Select one vehicle. Roll a D6. 1: No effect. 2-3: Strength and toughness +1. Four-Five: Add 3 inches to movement. Six: Upgrade Armor Save to 2+, and grant a 2+ Invulnerability Save.

Void Implosion: 2CP. In the grim darkness of the indeterminate future, there can be no victor. Only darkness. Use this stratagem when a SYNTH unit or model must be destroyed. The model/unit automatically explodes, dealing 2d6 mortal wounds in a 2d6 inch area.

Honor Rewards: 1CP/3CP. Can be taken three times. Allows one more relic to be given to this army for those who can take it.

Disorientation Tactics: 1CP. Use this stratagem when a SOLIAN unit is selected to be fired at in the enemy shooting phase. The enemy must subtract 1 from all hit rolls and cannot re-roll failed hits.