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![[Post New]](/s/i/i.gif) 2017/08/03 00:31:31
Subject: Make your own stratagems!
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Blood-Drenched Death Company Marine
Little Rock, Arkansas
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Make your own stratagems that you wouldn't mind seeing on the table! As this is mostly fun thought exercise, i'm not overly worried about following airtight rules lawyer-level syntax. (For example, in the first one, I assume that players of this edition understand what I mean when I say an "aura ability.")
Have fun!
Communication disruption 3cp: use at the start of any player turn. Until the end of that players turn, all enemy character "Aura" abilities have their range reduced by half (rounded up)
Don't die on me! 2 cp: Use before removing a model due to a wound. For the rest of the phase, models in that unit gain a single 5+ roll to ignore a wound. Whether passed or failed, each model can only benefit from this roll once in the phase.
Run them down! 1cp: Use when an enemy unit attempts to fall back from within 1" of one of your units. That enemy unit takes d3 mortal wounds per unit that they were "in combat" with. If this entirely destroys the unit, any of your units that caused mortal wounds may consolidate.
You're next! 1cp: Use after destroying a unit in the fight phase. choose an enemy unit within 12" of your victorious unit. They take a -3 penalty to leadership until the end of the turn and must test for morale regardless of if they suffered losses or not.
Direct orders 2cp: Choose a character and a unit in his/her line of sight. That unit is treated as being within range of the chosen characters abilities for the rest of the turn.
Panic 3cp: All enemy units that take a morale test this turn must take a second morale test immediately after.
I'll take some with me! 1cp: use when removing a model from play that has grenades. You may attack an enemy unit within 1" with a grenade of your choice. These attacks hit automatically. This model may not be recovered or resurrected this game by any means.
Remember our sacrifice! 2cp: Use during the shooting phase. Choose one of your units within 1" of enemy units. That unit is ignored, and enemy units within 1" of it can be shot freely. (Although the unit within 1" can still only fire pistols.) At the end of the phase, your unit is destroyed.
Careful aim 1cp: Use in the shooting phase. Choose a unit that did not move this turn. The range on their ranged weapons increases by 50%.
Frenzy 2cp: Use in the fight phase. Choose a unit within 1" of an enemy. All models in that unit are treated as being in range to attack this phase.
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20000+ points
Tournament reports:
1234567 |
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![[Post New]](/s/i/i.gif) 2017/08/03 00:44:37
Subject: Make your own stratagems!
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Loyal Necron Lychguard
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Power Overwhelming (1 CP): Use this stratagem when you would take a psychic test. Treat the result of the psychic test as if you had rolled two sixes.
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![[Post New]](/s/i/i.gif) 2017/08/03 01:04:06
Subject: Make your own stratagems!
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Monster-Slaying Daemonhunter
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Arachnofiend wrote:Power Overwhelming (1 CP): Use this stratagem when you would take a psychic test. Treat the result of the psychic test as if you had rolled two sixes.
All I can think of after reading that is Protoss Templar merging into an Archon.
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Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! |
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![[Post New]](/s/i/i.gif) 2017/08/03 01:10:25
Subject: Make your own stratagems!
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Liche Priest Hierophant
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A stratagem that lets more units use the trygon tunnel for nids would be funn. 1 point for troops, 2 points for non-troop. No monsterus creature.
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![[Post New]](/s/i/i.gif) 2017/08/03 01:16:02
Subject: Make your own stratagems!
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Irked Necron Immortal
Newark, CA
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Tenacity of the Undying (2CP): At the end of your movement phase, make Resurrection Protocol rolls for one unit that was completely destroyed at some point in the last turn. This stratagem requires and consumes a Resurrection Orb. The unit must be placed on the table so that at least one model is within 3" of the model that used its Resurrection Orb. Automatically Appended Next Post: Tomb Recall (1CP): Remove any unit of NECRON INFANTRY from the table and place them back into play on a Necron Tombworld. They may be brought back into play through any Invasion Beamer or Monolith Portal as normal. This stratagem may be used at any time. Automatically Appended Next Post: Gauss Cleansing (1CP): May only be used in the shooting phase on a unit of Necron Warriors with at least 17 models in play. The warrior's Gauss Flayers become Assault 2 and their targets do not get to claim bonuses for being in cover. However, the unit of warriors must all target the same enemy unit.
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This message was edited 3 times. Last update was at 2017/08/03 23:16:26
Wake. Rise. Destroy. Conquer.
We have done so once. We will do so again.
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![[Post New]](/s/i/i.gif) 2017/08/03 02:45:30
Subject: Re:Make your own stratagems!
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Monster-Slaying Daemonhunter
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Take Cover! 1CP: After an enemy declares a shooting attack, but before she resolves it, select a unit that is a target of the shooting attack and immediately move with it as if it were the movement phase. During it's next turn, may not move during it's movement phase or charge during its charge phase, and when it shoots, it takes a -1 penalty to to-hit rolls.
Keep Their Heads Down! 1CP: After an enemy declares intent to move a unit, but before it's movement resolves, select a friendly unit that can target that enemy unit with a shooting attack. Immediately resolve a shooting attack with the selected friendly unit against the active enemy unit. Reduce the movement speed of the enemy unit by 1" for each model slain by this shooting attack.
Break Ranks and Pursue! 1CP: After an enemy unit falls back from close-quarters combat, select a friendly unit that was within 1" of the enemy unit. It immediately moves as if it were the movement phase, but must end this move as close as possible to the targeted enemy unit.
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Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! |
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![[Post New]](/s/i/i.gif) 2017/08/03 02:49:22
Subject: Make your own stratagems!
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Longtime Dakkanaut
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Suggestion from another thread involving the start of the game
1 - 1st player on 1st turn may NOT bring in reserves
2 - 2nd player starts with +1 CP, gained the moment the 1st player finishes deploying units.
3 - Steal the Initiative removed.
New Strategems that may only be used at the start of 1st player if you're going second.
1 CP - Steal the Initiative - This must be the first Strategem you use during this phase. On roll of 6, you steal the Initiative and go first. If successful on your first turn you may NOT bring in units from reserves. You may not use this if the initiative was stolen from you this battle.
1 CP - Dust Cloud - Opponent suffers -1 to the Hit Rolls from shooting over 12" this turn
1 CP - Eager for Battle - Your units are immune to morale checks this turn.
1 CP - Go to Ground - Your units gain a 5+ FNP this turn.
1 CP - Muddy Terrain - Reduce your opponents Movement and Charges by 2" this turn
1 CP - Disturbance in the Warp - -2 to all Psychic Tests this turn
2 CP - Galeforce Winds - Opponent models can't use the Fly advantage this turn, unless it has a minimal move distance. In which case it must move it's minimal distant and cannot shoot.
You may not spend more than 2 CP during this phase.
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This message was edited 5 times. Last update was at 2017/08/03 02:53:34
6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47 |
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![[Post New]](/s/i/i.gif) 2017/08/03 03:00:03
Subject: Re:Make your own stratagems!
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Blood-Drenched Death Company Marine
Little Rock, Arkansas
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False signal 2cp: Use at the end of the movement phase after the opponent has declared their desire to move onto the next phase. Choose an enemy unit still in reserve. The opponent must immediately have that unit enter play.
Go to ground 1cp: Use before an infantry unit takes saves against a shooting attack. The unit is counted as being in cover. If they are already getting a bonus from cover, the bonus increases to 2. Until the end of their controller's next turn, that unit may not move, shoot, or assault (but may be chosen to strike blows if in combat.)
Look out sir! 1cp: Use when a unit declares a shooting or close combat attack against a character that is with 6" of another friendly unit. Any attacks declared against the character instead target a chosen friendly unit within 6", even if they are out of range.
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20000+ points
Tournament reports:
1234567 |
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![[Post New]](/s/i/i.gif) 2017/08/03 03:13:08
Subject: Make your own stratagems!
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Loyal Necron Lychguard
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Inquisitor Lord Katherine wrote:Arachnofiend wrote:Power Overwhelming (1 CP): Use this stratagem when you would take a psychic test. Treat the result of the psychic test as if you had rolled two sixes.
All I can think of after reading that is Protoss Templar merging into an Archon.
I was thinking of the Hearthstone card but I'm pretty sure that's a reference to the Archon.
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![[Post New]](/s/i/i.gif) 2017/08/03 03:37:25
Subject: Make your own stratagems!
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Monster-Slaying Daemonhunter
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Arachnofiend wrote: Inquisitor Lord Katherine wrote:Arachnofiend wrote:Power Overwhelming (1 CP): Use this stratagem when you would take a psychic test. Treat the result of the psychic test as if you had rolled two sixes.
All I can think of after reading that is Protoss Templar merging into an Archon.
I was thinking of the Hearthstone card but I'm pretty sure that's a reference to the Archon.
Remove 2 Farseers within 3" of each other from play. Place 1 Avatar of Khaine into play, 9" from any enemy models.
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Guardsmen, hear me! Cadia may lie in ruin, but her proud people do not! For each brother and sister who gave their lives to Him as martyrs, we will reap a vengeance fiftyfold! Cadia may be no more, but will never be forgotten; our foes shall tremble in fear at the name, for their doom shall come from the barrels of Cadian guns, fired by Cadian hands! Forward, for vengeance and retribution, in His name and the names of our fallen comrades! |
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![[Post New]](/s/i/i.gif) 2017/08/03 03:42:45
Subject: Make your own stratagems!
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Dakka Veteran
Colorado Springs
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Unsurmountable Faith 5cp: Your opponent removes one model from the battlefield for each plastic Sisters of Battle model in your army.
Unsurmountable Litigation 1cp:. Everytime a person on the internet writes Tau instead of T'au, push the release of plastic Sisters of Battle back one day.
Balance.
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![[Post New]](/s/i/i.gif) 2017/08/03 07:21:14
Subject: Re:Make your own stratagems!
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Dakka Veteran
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False Orders 4CP: After deployment is completed, move an enemy non-character unit up to 12" regardless of movement characteristic. This move must follow all the normal restrictions of the Movement Phase and cannot include an Advance.
Smoke Screen 2 CP : Before the first turn, if you are the player who is going second, you may activate smoke launchers on all units that have them on their data sheets. You may move and shoot normally during your turn but the smoke launchers cannot be used again this game.
Dynamic Battlefield 3 CP : After deployment but before the first turn, move an objective marker up to 12" away from its current position. The placement must comply with any restrictions it had when it was originally placed. (IE 6" from a board edge, 12" from another objective) You cannot move an objective marker that is already in your opponent's deployment zone nor can you move one into your deployment zone.
To the Bitter End 5 CP: Remove random game length conditions from the mission. The game will end at the end of turn 7 or when Sudden Death occurs.
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![[Post New]](/s/i/i.gif) 2017/08/03 07:38:01
Subject: Re:Make your own stratagems!
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Regular Dakkanaut
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Suicidal Attack (2CP) - nominate any unit in close combat. At the end of the fight phase, any surviving models may use grenades to attack a unit they are in close combat with. After this is resolved, remove the nominated unit as casualties.
...alright, this is mostly because I want some way to replicate the end of Starship Troopers where the black guy sacrifices himself by holding on the nuke ("I'm trying to kill some bugs, sir!"). Not sure if the CP cost is right though, because depending on the unit this could be potent.
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![[Post New]](/s/i/i.gif) 2017/08/03 08:00:09
Subject: Make your own stratagems!
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!!Goffik Rocker!!
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1CP. It's Grot's Life. Any unit with GRETCHIN keyword emidiately suffer a mortal wound but start providing the benefits of cover until the end of the turn to any ORK INFANTRY unit that's at least partially obscured by any models from GRETCHIN units.
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This message was edited 1 time. Last update was at 2017/08/03 08:01:22
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![[Post New]](/s/i/i.gif) 2017/08/03 08:14:15
Subject: Make your own stratagems!
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Longtime Dakkanaut
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Kamikaze 2 CP - During the movement phase select an enemy model within 12" of a friendly Flyer, remove the Flyer from play then each unit within 3" of the chosen enemy model suffers d3 mortal wounds.
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This message was edited 2 times. Last update was at 2017/08/03 08:14:51
6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47 |
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![[Post New]](/s/i/i.gif) 2017/08/03 08:31:01
Subject: Re:Make your own stratagems!
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Snivelling Workbot
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Ad Mech specific:
Communication Disruption: 3 CP - Your opponent can only spend 2 CP until the end of the battle round.
Gundrill Symbiosis: 3 CP - Add 1 to the number of shots rolled for all weapons with a random number of shots. (d6 + 1)
Doctrina Imperatives: 2 CP - Choose 1 unit. That unit may reroll all failed to hit rolls in either the shooting or the assault phase. Not both.
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![[Post New]](/s/i/i.gif) 2017/08/03 10:03:27
Subject: Make your own stratagems!
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Member of a Lodge? I Can't Say
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Careful aim: 2CP. Use this in the shooting phase on a unit which has not moved in the preceding movement phase and is not within 1" of an enemy unit. That unit gains +1 to its ballistic skill for that shooting phase.
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“Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls.
The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does.
That is why we are the Eaters of Worlds, and the War Hounds no longer."
– Eighth Captain, Khârn |
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![[Post New]](/s/i/i.gif) 2017/08/03 23:18:56
Subject: Re:Make your own stratagems!
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Irked Necron Immortal
Newark, CA
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niv-mizzet wrote: Look out sir! 1cp: Use when a unit declares a shooting or close combat attack against a character that is with 6" of another friendly unit. Any attacks declared against the character instead target a chosen friendly unit within 6", even if they are out of range. Whoops! Sorry Sir! (1 CP): A unit of Astra Militarum infantry with the Catachan keyword immediately deal D3 mortal wounds to a friendly Commissar unit within 3". If the Commissar dies all friendly Catachan models in play automatically pass all moral tests this turn.
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This message was edited 1 time. Last update was at 2017/08/03 23:19:16
Wake. Rise. Destroy. Conquer.
We have done so once. We will do so again.
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![[Post New]](/s/i/i.gif) 2017/08/04 03:21:45
Subject: Make your own stratagems!
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Blood-Drenched Death Company Marine
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I'm A Special Snow Flake* (14 CP) One use EVER!
You can use your old and busted space marines instead of the Groovy New Hotness Primaris Marines. Just know you're ruining it for everybody else. Loser!
* Inspire by the Primaris fear mongering.
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![[Post New]](/s/i/i.gif) 2017/08/04 03:33:31
Subject: Make your own stratagems!
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Devestating Grey Knight Dreadknight
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Grand Strategy (9 CP)
Gain 3 victory points.
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SHUPPET wrote:
wtf is this buddhist monk ascendant martial dice arts crap lol
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![[Post New]](/s/i/i.gif) 2017/08/04 03:36:45
Subject: Re:Make your own stratagems!
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Commander of the Mysterious 2nd Legion
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It was a Gift (2 CPs) Blood Raven only:
For 2 CPs may select ANY chapters relic.
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Opinions are not facts please don't confuse the two |
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![[Post New]](/s/i/i.gif) 2017/08/04 11:31:12
Subject: Make your own stratagems!
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Jovial Plaguebearer of Nurgle
London, UK
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A bit OP if you're playing the Relic.
Daemonforge: One unit with the Daemon Engine keyword may reroll all its failed to Wound rolls this turn. 1CP
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![[Post New]](/s/i/i.gif) 2017/08/04 14:18:37
Subject: Make your own stratagems!
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Longtime Dakkanaut
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lots of good ones here. I like the Strats that mitigate going second.
Some of you have already touched on these.
- may only be used at the start of 1st player if you're going second.
Obscured Battle Field: -1 or -2 for opponents shooting. 1CP or 3CP
Hunker Down: 5+ or 4+ fnp all friendly units. 1CP or 3CP
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![[Post New]](/s/i/i.gif) 2017/08/04 14:49:23
Subject: Make your own stratagems!
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Norn Queen
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0 CP: If your army contains any ADEPTUS ASTARTES LAMENTERS units, you automatically lose the game but win a moral victory for being extra loyal. 3 CP: The if the enemy warlord is Abaddon the Despoiler, his arms immediately fall off. That model may not use any weapons for the remainder of the battle. 3 CP: Use this stratagem whenever an opponent sets up a unit at the end of the movement phase. That unit immediately moves 2D6" in a random direction. If this move would bring any model in the unit within 1" of another model, the unit is considered slain. Use any method both players agree on to determine the random direction. If the players cannot agree, roll off to see who decides the method.
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This message was edited 4 times. Last update was at 2017/08/04 15:05:37
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