You are on page 1of 14

DISRUPT SUPPLY LINE PROTECT THE ASSETS YOU’RE GOING NOWHERE

Attacker Tactic Defender Tactic Attacker Tactic


Use this Tactic at the end of a Use this Tactic at the start of a Use this Tactic at the start of the
battle round. battle round. Movement phase.
Choose an objective marker you Until the start of the next battle Choose a model from your kill
control. You destroy that objec- round, objective markers may team that is not shaken. Enemy
tive marker - remove it from the not be destroyed whilst within models within 1” of this model
battlefield. You can only use this 2” of any of your models. cannot Fall Back in this phase.
Tactic once per battle round.

1 COMMAND POINT 2 COMMAND POINTs 1 COMMAND POINT

REINFORCEMENTS
SLINK AWAY CAUSE MAYHEM
INBOUND

Defender Tactic Attacker Tactic Defender Tactic


Use this Tactic at the start of the Use this Tactic at the end of a Use this Tactic at the beginning
Movement phase. battle round. of the Morale phase.
Choose a model from your kill Choose an objective marker you You can subtract 1 from any
team and roll a D6. On a 6, that control. You destroy that objec- Nerve tests you make in this
model is removed from the ba- tive marker – remove it from phase.
ttlefield and is treated as if it had the battlefield.
escaped.

1 COMMAND POINT 1 COMMAND POINT 1 COMMAND POINTs

CUT OFF THE HEAD STAYING LOW DECISIVE STRIKE

Attacker Tactic Defender Tactic Tactic


Use this Tactic at the start of the Use this Tactic at the start of the Use this Tactic at the start of the
Shooting phase or Fight phase. Shooting phase. Fight phase.
For the rest of the phase, you For the rest of the phase, enemy Pick a model from your kill
can re-roll wound rolls of 1 for models cannot target your Lea- team that is eligible to fight and
attacks that target the der, unless your Leader is the fight with it before any other
enemy Leader. closest enemy model that is vi- models. If another player uses
sible to them. this Tactic, roll off: the winner
goes first.

1 COMMAND POINT 2 COMMAND POINTs 2 COMMAND POINTs


DECISIVE MOVE DECISIVE SHOT INSANE BRAVERY

Tactic Tactic Tactic


Use this Tactic at the start of the Use this Tactic at the start of the Use this Tactic before taking any
Movement phase. Shooting phase. Nerve tests in the Morale phase.
Pick a model from your kill Pick a model from your kill You can automatically pass a
team and make a move with it team that is eligible to shoot and single Nerve test for a model
before any other models (in- shoot with it before any other from your kill team.
cluding an Advance move, Fall models. If another player uses
Back move or charge attempt this Tactic, roll off: the winner
if you wish). If another player goes first.
uses this Tactic, roll off: the win-
ner goes first.

1 COMMAND POINT 2 cOMMAND POINT 1 cOMMAND POINT

TACTICAL RE-ROLL GRITTED TEETH CAREFUL AIM

Tactic Tactic Level 1 Sniper Tactic


Re-roll a single Advance roll, Use this Tactic when you choose Use this Tactic when you choose
charge roll, Psychic test, Deny a model with one or more flesh a Sniper specialist from your kill
the Witch test, hit roll, wound wounds to shoot in the Shoo- team to shoot in the Shooting
roll, saving throw, Injury roll or ting phase or fight in the Fight phase.
Nerve test. phase. You can add 1 to hit rolls for
Untilthe end of the phase, this that model until the
model’s attacks do not suffer any end of the phase.
penalty to their hit rolls from
this model’s flesh wound(s).

1 COMMAND POINT 1 COMMAND POINT 1 COMMAND POINT

LEAD BY EXAMPLE FIRE ON MY TARGET FORCE OF WILL

Level 1 Leader Tactic Level 2 Leader Tactic Level 3 Leader Tactic


Use this Tactic when you pick Use this Tactic when you pick a Use this Tactic at the start of the
a Leader from your kill team to Leader of Level 2 or higher from battle round, if a Leader of Level
fight in the Fight phase. your kill team to shoot in the 3 or higher from your kill team
Choose another friendly model Shooting phase. is on the battlefield and not sha-
within 3” of them that is eligible Choose another friendly model ken.
to fight. You can fight with each within 3” of them that is eligible In this battle round, your kill
of these models, in an order of to shoot. You can make a shoo- team does not suffer the penalty
your choice, before the next ting attack with each of these for being broken.
player’s turn. models, in an order of your
choice, before the next player’s
turn.

1 COMMAND POINT 1 COMMAND POINT 1 COMMAND POINT


UP AND AT ’EM! DEFENSIVE FIGHTER DEADLY CHARGE

Level 1 Combat Tactic Level 2 Combat Tactic Level 3 Combat Tactic


Use this Tactic in the Fight pha- Use this Tactic at the start of the Use this Tactic when a Combat
se, after attacking with a model Fight phase. specialist of Level 3 or higher
from your kill team. Pick a Combat specialist of Le- from your kill team finishes a
Pick a Combat specialist from vel 2 or higher from your kill charge move within 1” of an
your kill team that has not yet team. Until the end of the phase, enemy model.
attacked this phase: you can im- you must subtract 2 from that Roll a D6; on a 5+ that enemy
mediately fight with them. model’s Attacks characteristic model suffers 1 mortal wound.
(to a minimum of 1), but your
opponent(s) must re-roll suc-
cessful hit rolls made against
that model.

1 COMMAND POINT 1 COMMAND POINT 1 COMMAND POINT

ROUSING TRANSMISSION SCANNER UPLINK NEW INTELLIGENCE

Level 1 Comms Tactic Level 2 Comms Tactic Level 3 Comms Tactic


Use this Tactic in the Morale Use this Tactic when you pick a Use this Tactic at the end of the
phase before taking any Nerve model from your kill team that is Movement phase.
tests. within 6” of a friendly Comms spe- Pick a model from your kill
cialist of Level 2 or higher to shoot
Until the end of the phase you team within 12” of a friendly
in the Shooting phase.
can subtract 1 from Nerve tests That model can target an enemy
Comms specialist of Level 3 or
for models from your kill team model that is not visible to them. higher. Ready that model.
as though the Comms specialist If they do so, a 6 is required for a
was within 2” of them. successful hit roll irrespective of
the model’s Ballistic Skill or any
other modifiers, even if that weapon
would normally hit automatically.
The target is treated as obscured.

1 COMMAND POINT 2 COMMAND POINTs 1 COMMAND POINT

CUSTOM AMMO LUCKY ESCAPE HIGH EXPLOSIVE

Level 1 Demo Tactic Level 2 Demo Tactic Level 3 Demo Tactic


Use this Tactic when you pick Use this Tactic at the start of the Use this Tactic when you pick a
a Demolitions specialist from Shooting phase. Demolitions specialist of Level 3 or
your kill team to shoot in the Pick a Demolitions specialist of higher from your kill team
to shoot in the Shooting phase. In
Shooting phase. Level 2 or higher from your kill
this Shooting phase, they can only
You can add 1 to wound rolls for team. Roll a D6 each time that shoot a single weapon, and
that model’s ranged weapons in model loses a wound in this that weapon can only fire 1 shot
this phase. phase; on a 5+ that wound is (even if it would normally fire
not lost. more). However, that weapon’s
Damage characteristic is increased
by 2. You cannot use this Tactic in
the same battle round as the Custom
Ammo Tactic.

1 COMMAND POINT 1 COMMAND POINT 1 COMMAND POINT


OVERWHELMING
MORE BULLETS UNKILLABLE
FIREPOWER

Level 1 Heavy Tactic Level 2 Heavy Tactic Level 3 Heavy Tactic


Use this Tactic when you pick a Use this Tactic when you pick Use this Tactic at the start of
Heavy specialist from your kill team a Heavy specialist of Level 2 or your turn in the Morale phase.
to shoot in the Shooting phase. higher from your kill team to Pick a Heavy specialist of Level
You can add 1 to the number of
shoot in the Shooting phase. 3 or higher from your kill team
shots fired by that model’s ranged
weapons, with the exception of we- That model can shoot twice in that has one or more flesh wounds.
apons that would otherwise fire 1 this Shooting phase; after they Remove one of that model’s
shot (e.g. an have shot a first time, immedia- flesh wounds.
Assault 2 weapon would fire 3 shots, tely shoot with them again. You
but a Rapid Fire 1 weapon at long cannot use this Tactic in the
range would fire 1 shot) in this same battle round as the More
Shooting phase. Bullets Tactic.

1 COMMAND POINT 2 COMMAND POINTS 1 COMMAND POINT

EMERGENCY
STIMM-SHOT Painkiller RESUSCITATION

Level 1 Medic Tactic Level 2 Medic Tactic Level 3 Medic Tactic


Use this Tactic at the start of the Use this Tactic at the end of the Use this Tactic when a Medic
Movement phase. Movement phase. specialist of Level 3 or higher
Pick a model from your kill Pick a model from your kill from your kill team that is not
team within 2” of a friendly Me- team within 2” of a friendly shaken is within 2” of another
dic specialist that is not shaken. Medic specialist of Level 2 or model from your kill team that
You can add 1 to Advance rolls higher that is not shaken. Add 2 suffers an Out of Action Injury
and charge rolls for that model, to that model’s Toughness cha- roll result.
and add 1 to that model’s Attac- racteristic until the end of the That model suffers a Flesh
ks characteristic until the end of battle round. Wound result instead.
the battle round.

1 COMMAND POINT 2 COMMAND POINTS 2 COMMAND POINTS

QUICK MARCH MARKED POSITIONS MOVE UNSEEN

Level 1 Scout Tactic Level 2 Scout Tactic Level 3 Scout Tactic


Use this Tactic when you pick a Use this Tactic at the start of the Use this Tactic at the start of
Scout specialist from your kill Shooting phase. your turn in the Movement
team to move in the Movement Pick an enemy model within 6” phase.
phase. of a Scout specialist of Level 2 or Pick a Scout specialist of Level
You can either increase the mo- higher from your kill team that 3 or higher from your kill team
del’s Move characteristic by 2” is not shaken. You can re-roll that is not shaken. Remove that
this phase or you can re-roll the hit rolls of 1 for shooting attac- model from the battlefield and
dice when this model Advances ks made by models in your kill set it up again anywhere within
in this phase. team that target that enemy mo- 18” of its previous position and
del until the end of the phase. more than 3” from any enemy
models. It is considered to have
Advanced.

1 COMMAND POINT 1 COMMAND POINT 2 COMMAND POINTs


HEADSHOT QUICK SHOT ADAPTIVE TACTICS

Level 2 Sniper Tactic Level 3 Sniper Tactic Level 1 Veteran Tactic


Use this Tactic when you pick Use this Tactic when you pick Use this Tactic at the start of the
a Sniper specialist of Level 2 a Sniper specialist of Level 3 or first battle round, but before the
or higher from your kill team higher from your kill team to Initiative phase.
to shoot in the Shooting phase. shoot in the Shooting phase. Pick a Veteran
Until the end of the phase, when In this Shooting phase, double specialist from your kill team.
that model shoots at obscured the number of shots fired by that They can make a normal move
targets they are considered not model’s ranged weapons (e.g. an or Advance. You can only use
to be obscured. Assault 2 weapon would fire 4 this Tactic once per battle.
shots), but subtract 1 from hit
rolls for that model. You cannot
use this Tactic in the same battle
round as the Headshot Tactic.

1 COMMAND POINT 1 COMMAND POINT 1 COMMAND POINT

WELL DRILLED ROLL WITH THE HITS KILLING FRENZY

Level 2 Veteran Tactic Level 3 Veteran Tactic Level 1 Zealot Tactic


Use this Tactic at the start of Use this Tactic during your Use this Tactic when you pick a
your turn in the Shooting pha- opponent’s turn in the Shooting Zealot specialist from your kill
se. Pick a Veteran specialist of phase. team to fight in the Fight phase.
Level 2 or higher from your kill Pick a Veteran specialist of Level Until the end of the phase, each
team. 3 or higher from your kill team time you make a hit roll of 6+
Ready them unless they are wi- that has been Injured, before for that model you can make an
thin 1” of an enemy. They can your opponent makes the Injury additional attack with the same
shoot in that phase as if they roll. Your opponent can only weapon against the same target.
had not moved in the roll a single dice for that Injury These attacks cannot themselves
Movement phase. roll. generate any further attacks.

2 COMMAND POINts 1 COMMAND POINt 1 COMMAND POINt

DENSITY ANALYSIS
MARTYR TERRIFYING RAMPAGE
LENSES

Level 2 Zealot Tactic Level 3 Zealot Tactic Genestealer Cult Tactic


Use this Tactic when a Zealot Use this Tactic at the start of the Use this Tactic when you choo-
specialist of Level 2 or higher Morale phase. se a model in your kill team to
from your kill team loses their Pick a Zealot specialist of Level shoot in the Shooting phase.
last wound, before any player 3 or higher from your kill team Add 1 to hit rolls for that model
rolls on the Injury table. that took an enemy model out against targets which are obscu-
You may immediately shoot of action in the preceding Fight red.
with one of its weapons as if it phase. Each enemy model wi-
were the Shooting phase, or pile thin 6” of the Zealot must take
in and make one attack as if it a Nerve test. If the test is failed
were the Fight phase. the model is shaken.

2 COMMAND POINts 2 COMMAND POINts 2 COMMAND POINTS


DEATH TO THE TRAITORS! ARMOUR OF CONTEMPT HONOUR THE CHAPTER

Adeptus Astartes Tactic Adeptus Astartes Tactic Adeptus Astartes Tactic


Use this Tactic when you choose Use this Tactic when a model Use this Tactic at the end of the
a model from your kill team to from your kill team suffers a Fight phase.
fight in the Fight phase. mortal wound. Pick a model from your kill
Until the end of that phase, each Roll a D6 for that mortal wound, team. That model can immedia-
time you make a hit roll of 6+ and each other mortal wound tely fight an additional time.
for that model and the target is suffered by that model for the
a HERETIC ASTARTES model, rest of the phase; on a 5+ the
you can immediately make an mortal wound is ignored and
extra attack against the same has no effect.
model using the same weapon.
These attacks cannot themselves
generate any further attacks.

1 COMMAND POINT 1 COMMAND POINT 2 COMMAND POINTs

MASTERFUL
HELLFIRE SHELLS SHOCK AND AWE
MARKSMANSHIP 

Adeptus Astartes Tactic Adeptus Astartes Tactic Adeptus Astartes Tactic


Use this Tactic when you choo- Use this Tactic in the Shooting Use this Tactic when you de-
se a model in your kill team to phase when you choose an IN- clare a REIVER from your kill
shoot with a heavy bolter. TERCESSOR from your kill team will attempt to charge.
You can only make a single hit team to shoot with a stalker bolt Before any Overwatch attacks
roll for the weapon this phase, rifle. are made, you can make a single
however, if it hits, the target su- Until the end of that phase, you shooting attack using this mo-
ffers D3 mortal wounds instead can add 1 to hit and wound rolls del’s shock grenades against a
of the normal damage. for that model. target of the charge. If the attack
is successful, that target may not
fire Overwatch this phase in ad-
dition to the normal effects of
the grenade.

2 COMMAND POINTs 1 COMMAND POINT 2 COMMAND POINTs

ONLY IN DEATH DOES


HELLFIRE SHELL RIVAL CHAPTERS
DUTY END

Deathwatch Tactic Deathwatch Tactic Deathwatch Tactic


Use this Tactic when you choo- Use this Tactic when a model Use this Tactic when a model
se a model in yourkill team to from your kill team is taken out from your kill team is chosen to
shoot with a heavy bolter or the of action; that model summons attack in the Shooting or Fight
heavy bolter profile of an infer- the strength for one final attack, phase whilst there is another
nus heavy bolter. and can immediately either model from your kill team wi-
You can only make a single hit shoot as if it were your turn in thin 2” of it.
roll with the weapon this phase the Shooting phase, or fight as Until the end of the phase,
(subtracting 1 as normal if also firing if it were your turn in the Fight re-roll hit rolls of 1 for both mo-
an infernus heavy bolter’s heavy fla- phase. dels.
mer), however, if it hits, the tar-
get suffers D3 mortal wounds
instead of the normal damage.

1 COMMAND POINT 2 COMMAND POINTs 1 COMMAND POINT


DECAPITATION DOCTRINE PSYBOLT AMMUNITION HONOUR THE CHAPTER

Deathwatch Tactic Grey Knights Tactic Grey Knights Tactic


Use this Tactic when a model Use this Tactic when you choo- Use this Tactic at the end of the
from your kill team is chosen to se a model in your kill team to Fight phase.
attack in the Shooting or Fight shoot with a storm bolter. Pick a model from your kill
phase. The weapon’s Strength characte- team. That model can immedia-
Until the end of the phase, ristic is 5 and its Armour Pene- tely fight an additional time.
re-roll failed wound rolls for tration characteristic is -1 until
that model that target an enemy the end of the phase.
Leader.

1 COMMAND POINT 1 COMMAND POINT 2 COMMAND POINTs

HEED THE PROGNOSTICARS PSYCHIC CHANNELLING DEFENSIVE STAND

Grey Knights Tactic Grey Knights Tactic Astra Militarum Tactic


Use this Tactic at the start of the Use this Tactic when taking a Use this Tactic when a charge is
battle round. Psychic test for a model from declared against a model from
Pick a model from your kill your kill team. your kill team.
team and add 1 to its saving Roll three dice rather than two When that model fires
throws until the end of the ba- and use the two highest rolls. Overwatch this phase, they suc-
ttle round. cessfully hit on a roll of 5 or 6.

2 COMMAND POINTs 2 COMMAND POINTs 2 COMMAND POINTs

GET DOWN! CUNNING STRATEGY RESERVES OF COURAGE

Astra Militarum Tactic Astra Militarum Tactic Astra Militarum Tactic


Use this Tactic in your oppo- Use this Tactic after your Leader Use this Tactic at the start of
nent’s turn in the Shooting pha- has issued an order. your turn in the Morale phase.
se when they choose a model Your Leader may immediately Pick a model from your kill
from your kill team as a target, issue an additional order. team that is required to take a
and your model is obscured. Nerve test. Roll a D3 for that
Attacks that target that model in model rather than a D6 when
this phase suffer an additional taking the test.
-1 penalty to their hit rolls.

1 COMMAND POINT 2 COMMAND POINTs 1 COMMAND POINT


CONQUEROR DOCTRINA PROTECTOR DOCTRINA DUNESTRIDER
IMPERATIVE IMPERATIVE

Adeptus Mechanicus Adeptus Mechanicus Adeptus Mechanicus


Tactic Tactic Tactic
Use this Tactic when you choo- Use this Tactic when you choo- Use this Tactic in the Movement
se a model in your kill team to se a model in your kill team to phase when a model from your
fight in the Fight phase. shoot in the Shooting phase. kill team Advances.
Add 1 to hit rolls for the model Add 1 to hit rolls for the model Roll two dice and pick which re-
until the end of the phase. If the until the end of the phase. If the sult to use when making the
model is within 6” of a friendly model is within 6” of a friendly Advance roll.
model equipped with an enhan- model equipped with an enhan-
ced data-tether, you can add 2 to ced data-tether, you can add 2 to
the hit rolls instead. the hit rolls instead.

2 COMMAND POINTS 2 COMMAND POINTS 1 COMMAND POINT

VETERANS OF THE
GLORIA MECHANICUS FURY OF KHORNE
LONG WAR

Adeptus Mechanicus Heretic Astartes Tactic Heretic Astartes Tactic


Tactic
Use this Tactic when a CHAOS Use this Tactic at the end of the
Use this Tactic after determi- SPACE MARINE model from Fight phase.
ning which Canticle of the Om- your kill team is chosen to at- Pick a KHORNE model from
nissiah is in effect this battle tack in the Shooting or Fight your kill team that is within 1”
round. phase. of an enemy model – your mo-
Randomly determine a Canticle You can add 1 to wound rolls for del can immediately fight again.
of the Omnissiah – that Canticle the model’s attacks that target
is in effect instead. IMPERIUM models until the
end of the phase.

1 COMMAND POINT 2 COMMAND POINTS 2 COMMAND POINTS

DAEMON SPIRIT BESEECH THE GODS PUTRID SPLATTER

Heretic Astartes Tactic Heretic Astartes Tactic Death Guard Tactic


This Tactic is used at the end of Use this Tactic at the start of the Use this Tactic when a mo-
the Movement phase. first battle round. del from your kill team loses a
Pick an enemy model within 1” Pick a model from your kill wound in the Fight phase.
of your Leader and roll a D6. On team and roll a D6. On a 1 that Roll a D6 for each enemy model
a 4+ that enemy model suffers 1 model is found unworthy and within 1” of that model. On a 6
mortal wound. suffers D3 mortal wounds. On a that enemy model suffers 1
2+ add 1 to hit and wound rolls mortal wound after all of its at-
for the model until the end of tacks have been resolved.
the battle. You can only use this
Tactic once per battle.

2 COMMAND POINTS 2 COMMAND POINTS 2 COMMAND POINTS


VETERANS OF THE Grandfather’s
CLOUD OF FLIES
LONG WAR Blessing

Death Guard Tactic Death Guard Tactic Death Guard Tactic


Use this Tactic at the end of the Use this Tactic when a PLAGUE Use this Tactic at the start of the
Movement phase. MARINE model from your kill first battle round.
Pick a model from your kill team is chosen to attack in the Pick a model from your kill
team. Until the end of the battle Shooting or Fight phase. team and roll a D6. On a 1 that
round, enemy models can only You can add 1 to wound rolls for model is found unworthy and
shoot that model if it is the clo- the model’s attacks that target suffers D3 mortal wounds. On a
sest target visible to them. IMPERIUM models until the 2+ add 1 to hit and wound rolls
end of the phase. for the model until the end of
the battle. You can only use this
Tactic once per battle.

2 COMMAND POINTS 2 COMMAND POINTS 2 COMMAND POINTS

NURGLING INFESTATION NURGLE’S GIFT SORCEROUS FOCUS

Death Guard Tactic Death Guard Tactic Thousand Sons Tactic


Use this Tactic at the end of the Use this Tactic after a POX- Use this Tactic at the start of
Movement phase. WALKER from your kill team your turn in the Psychic phase.
Pick an enemy model within 1” takes an enemy model out of ac- Pick a PSYKER model from
of your Leader and roll a D6. On tion in the Fight phase. your kill team that is within
a 4+ that enemy model suffers 1 Roll a D6. On a 4+ you may set up 2” of at least two other models
mortal wound. a new Poxwalker within 1” of the from your kill team. Add 6” to
Poxwalker that made the attack. the range of this model’s Psybolt
The new Poxwalker is treated as
psychic power until the
a member of your kill team, but
end of the phase.
is not part of a fire team (pg 204)
and is not added to your
command roster.

2 COMMAND POINTS 1 COMMAND POINT 2 COMMAND POINTS

VETERANS OF THE
CYCLE OF SLAUGHTER IMMOVABLE AUTOMATON
LONG WAR

Thousand Sons Tactic Thousand Sons Tactic Thousand Sons Tactic


Use this Tactic at the end of the Use this Tactic when a RUBRIC Use this Tactic when a Rubric
Fight phase. MARINE model from your kill Marine or Rubric Marine Gun-
Pick a TZAANGOR from your team is chosen to attack in the ner from your kill team is taken
kill team – that model can im- Shooting or Fight phase. out of action.
mediately fight an additional You can add 1 to wound rolls for Roll a D6. On a 4+ that model
time. the model’s attacks that target suffers aflesh wound instead.
IMPERIUM models until the
end of the phase.

2 COMMAND POINTS 2 COMMAND POINTS 2 COMMAND POINTS


MALICIOUS FAMILIAR HUNGERING WARPFLAME MATCHLESS AGILITYt

Thousand Sons Tactic Thousand Sons Tactic Craftworlds Tactic


Use this Tactic at the end of the Use this Tactic in the Shooting Use this Tactic in the Movement
Movement phase. phase when you choose a model phase when a model from your
Pick an enemy model within 1” in your kill team to shoot with a kill team Advances.
of your Leader and roll a D6. On warpflamer or warpflame pistol. Add 6” to the model’s Move
a 4+ that enemy model suffers 1 Until the end of the phase, you characteristic for that Move-
mortal wound. can roll two dice when deter- ment phase instead of rolling a
mining the number of attacks dice.
made by that weapon and pick
the highest result.

1 COMMAND POINT 1 COMMAND POINT 1 COMMAND POINT

FEIGNED RETREAT PHANTASM FIRE AND FADE

Craftworlds Tactic Craftworlds Tactic Craftworlds Tactic


Use this Tactic after a model Use this Tactic at the beginning Use this Tactic after a model
from your kill team Falls Back. of the first battle round. from your kill team shoots in
That model can still shoot this Pick a model from your kill team the Shooting phase.
battle round. and set it up again, anywhere in The model can immediately
your deployment zone. make a normal move of up to
7” as if it were the Movement
phase.

1 COMMAND POINT 2 COMMAND POINTS 1 COMMAND POINT

ASURMEN’S BLESSING RUNE OF YNNEAD FIRE AND FADE

Craftworlds Tactic Craftworlds Tactic Drukhari Tactic


Use this Tactic when you choose Use this Tactic when a model Use this Tactic after a model
a DIRE AVENGER from your from your kill team is taken out from your kill team shoots in
kill team to shoot in the Shoo- of action. the Shooting phase.
ting phase. Roll a D6. On a 4+ that model The model can immediately
You can re-roll failed hit rolls suffers a flesh wound instead. make a normal move of up to
for that model until the end of 7” as if it were the Movement
the phase. phase.

1 COMMAND POINT 2 COMMAND POINts 1 COMMAND POINT


pray that they don’t TORMENT GRENADE
CRUEL DECEPTION
take you alive

Drukhari Tactic Drukhari Tactic Drukhari Tactic


Use this Tactic after a model Use this Tactic if a model from Use this Tactic when you choo-
from your kill team Falls Back. your kill team takes an enemy se a model in your kill team to
That model can still shoot this Leader out of action in the Fight shoot with a phantasm grenade
battle round. phase. launcher.
For the remainder of the battle, If an enemy model is hit by any
models in that enemy Leader’s attacks made with that weapon
kill team must subtract 1 from this phase, then, in addition to
their Leadership characteristic. the normal effects, roll 3D6. If
the result is higher than the tar-
get’s Leadership characteristic,
it suffers 1 mortal wound.

1 COMMAND POINT 2 COMMAND POINTs 2 COMMAND POINTs

PRISMATIC BLUR WARRIOR ACROBATS FIRE AND FADE

Harlequins Tactic Harlequins Tactic Harlequins Tactic


Use this Tactic in the Movement Use this Tactic in the Movement Use this Tactic after a model
phase when a model from your phase when a model from your from your kill team shoots in
kill team Advances. kill team Advances. the Shooting phase.
That model has a 3+ invulne- Add 6” to the model’s Move cha- The model can immediately
rable save until the start of the racteristic for that Movement make a normal move of up to
next battle round. phase instead of rolling a dice. 7” as if it were the Movement
phase.

1 COMMAND POINT 1 COMMAND POINT 1 COMMAND POINT

mirthless HATRED CEGORACH’S JEST WAR DANCERS

Harlequins Tactic Harlequins Tactic Harlequins Tactic


Use this Tactic when a model Use this Tactic after an enemy Use this Tactic at the end of the
from your kill team is chosen model has Fallen Back from a Fight phase.
to fight. model from your kill team. Pick a model from your kill
Re-roll failed hit rolls and failed Provided no other enemy mo- team that has already fought
wound rolls for this model’s at- dels are within 1” of your mo- this phase. That model can im-
tacks that target SLAANESH del, it can shoot at the model mediately fight an additional
models until the end of the phase. that Fell Back as if it were the time.
Shooting phase.

1 COMMAND POINT 2 COMMAND POINTs 2 COMMAND POINTs


PRIME REANIMATION DISRUPTION FIELDS TARGETING ROUTINES
PROTOCOLS

Necrons Tactic Necrons Tactic Necrons Tactic


Use this Tactic when an Injury Use this Tactic when you choo- Use this Tactic when you choo-
roll is made for a model from se a model in your kill team to se a model in your kill team to
your kill team. fight in the Fight phase. shoot in the Shooting phase.
Roll an additional dice and Increase the Strength characte- Add 1 to hit rolls for that model
apply the lowest result. ristic of that model by 1 until against targets which are obscured.
the end of the phase.

2 COMMAND POINTS 1 COMMAND POINT 1 COMMAND POINT

OVERCHARGED
FLENSING FURY MINDSHACKLE SCARABS
DISINTEGRATION

Necrons Tactic Necrons Tactic Necrons Tactic


Use this Tactic when you choo- Use this Tactic at the start of the Use this Tactic in the Shooting
se a FLAYED ONE in your kill Shooting phase. phase when you choose a model
team to fight in the Fight phase. Pick an enemy model within 6” in your kill team to shoot with a
Until the end of the phase, each of a model from your kill team gauss flayer or gauss blaster.
time you make a wound of 6+ and roll 2D6. If the result is hi- Improve the Armour Penetra-
for that model’s flayer claws, add gher than the enemy model’s tion characteristic of that we-
1 to the Damage characteristic Leadership characteristic, you apon by 1 until the end of the
of the weapon for that attack. can immediately make a shoo- phase (e.g. AP-1 becomes AP-2,
ting attack with one of that mo- AP-2 becomes AP-3).
del’s ranged weapons as if it were
a model from your kill team.

1 COMMAND POINT 2 COMMAND POINTS 2 COMMAND POINTS

KRUMP ‘EM! DAKKA DAKKA DAKKA Gnasher’s SquiG

Orks Tactic Orks Tactic Orks Tactic


Use this Tactic when you choo- Use this Tactic after a model Use this Tactic at the start of the
se a model in your kill team to from your kill team shoots in Fight phase.
fight in the Fight phase. the Shooting phase. Pick an enemy model that is
Increase the Strength characte- You can immediately shoot an within 1” of any of your mo-
ristic of that model by 1 until additional time with that model. dels and roll a D6. On a 4+, that
the end of the phase. enemy model suffers 1 mortal
wound.

1 COMMAND POINT 1 COMMAND POINT 2 COMMAND POINTS


MEK’S SPECIAL
JUST A FLESH WOUND GROT SHIELD
STIKKBOMB

Orks Tactic Orks Tactic Orks Tactic


Use this Tactic when a model Use this Tactic at the start of the Use this Tactic when you choose
from your kill team is taken out Shooting phase. a model from your kill team to
of action. Pick a model from your kill attack with a stikkbomb.
Roll a D6. On a 4+ that model team that is within 2” of a Until the end of the phase, chan-
suffers a flesh wound instead. GRETCHIN model. Until the ge the weapon’s type to Grenade
end of the phase, while that D3 and add 1 to its Strength and
Gretchin model is on the batt- Damage characteristics.
lefield, any attacks which target
the chosen model are resolved
against that Gretchin model ins-
tead.

2 COMMAND POINTS 2 COMMAND POINTS 2 COMMAND POINTS

UPLINKED MARKERLIGHT BREACH AND CLEAR RECON SWEEP

T’au Empire Tactic T’au Empire Tactic T’au Empire Tactic


Use this Tactic after an enemy Use this Tactic in your turn in Use this Tactic in the Shooting
model has been hit by a marker- the Shooting phase, when a phase when you pick a PATH-
light fired by a model from your FIRE WARRIOR BREACHER FINDER from your kill team to
kill team. from your kill team targets an shoot.
Place D3+1 markerlight coun- enemy model that is obscured. Instead of shooting, that model
ters next to that model instead Re-roll failed wound rolls made can immediately make a normal
of only 1. for the FIRE WARRIOR BREA- move as if it were the Movement
CHER against that enemy mo- phase, but instead of moving
del until the end of this phase. up to their Move characteristic
they move up to 2D6”.

2 COMMAND POINTS 1 COMMAND POINT 1 COMMAND POINT

STIMULANT INJECTOR CAUSTIC BLOOD FEEDER TENDRILS

T’au Empire Tactic Tyranids Tactic Tyranids Tactic


Use this Tactic when a model Use this Tactic when a mo- Use this Tactic when a GENES-
from your kill team (other than del from your kill team loses a TEALER or LICTOR from your
a DRONE) loses a wound. wound in the Fight phase. kill team takes an enemy Leader
Roll a D6 for that wound, and Roll a D6 for each enemy model out of action in the Fight phase.
each other wound lost by that within 1” of that model. On a 6 Gain D3 Command Points.
model for the rest of the phase; that enemy model suffers 1
on a 5+ that wound is not lost. mortal wound after all of its
attacks have been resolved.

1 COMMAND POINT 1 COMMAND POINT 1 COMMAND POINT


SCORCH BUGS LURK Hunting roar

Tyranids Tactic Tyranids Tactic Tyranids Tactic


Use this Tactic when a Terma- Use this Tactic in the Movement Use this Tactic when a TYRA-
gant with a fleshborer from your phase. NID WARRIOR from your kill
kill team is chosen to shoot in Pick a model from your kill team team finishes a charge move
the Shooting phase. that has not yet moved. That mo- within 1” of any enemy models.
Add 1 to wound rolls for that del may not move this phase, but You can re-roll failed hit rolls for
model until the end of the phase. for the rest of the battle round, if models from your kill team wi-
this model is obscured, shooting thin 6” of that Tyranid Warrior
attacks that target this model su- in the Fight phase in this battle
ffer an additional -1 modifier to round.
their hit rolls.

1 COMMAND POINT 1 COMMAND POINT 2 COMMAND POINTs

METABOLIC OVERDRIVE INDUSTRIAL BRUTALITY INHUMAN REFLEXES

Tyranids Tactic Genestealer Cult Tactic Genestealer Cult Tactic


Use this Tactic in the Movement Use this Tactic in the Movement Use this Tactic when a model
phase, after moving a model phase, after moving a model from your kill team fails a Falling
from your kill team. from your kill team. test.
You can make a second move You can make a second move It doesn’t suffer falling damage,
with that model, but if you do, with that model, but if you do, and won’t fall on another mo-
the model cannot shoot this ba- the model cannot shoot this ba- del. If it would, instead place this
ttle round. In addition, roll a D6; ttle round. In addition, roll a D6; model as close as possible to the
on a 1 the model suffers 1 mortal on a 1 the model suffers 1 mortal point where it would have lan-
wound. wound. ded. This can bring it within 1”
of an enemy model.

2 COMMAND POINTs 1 COMMAND POINT 1 COMMAND POINT

UNNATURAL SENSES STRENGTH OF FAITH FRENZIED HAMMERING

Genestealer Cult Tactic Genestealer Cult Tactic Genestealer Cult Tactic


Use this Tactic when a model Use this Tactic when a model Use this Tactic when a model
from your kill team is declared from your kill team suffers a from your kill team suffers a
as a target of a charge. mortal wound in the Psychic mortal wound in the Psychic
That model may fire Overwatch phase. phase.
at the charging model, even if Roll a D6 for that mortal wound, Roll a D6 for that mortal wound,
the charging model is not visi- and each other mortal wound and each other mortal wound
ble to it. The target is treated as suffered by that model until the suffered by that model until the
obscured. end of the phase. On a roll of 5+ end of the phase. On a roll of 5+
that wound is ignored and has that wound is ignored and has
no effect. no effect.

1 COMMAND POINT 1 COMMAND POINT 2 COMMAND POINTS

You might also like