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===Stratagems 101=== Stratagems are special abilities triggered by expending Command Points (CP), and are activated in the new Command Phase that occurs at the start of a turn. You can use as many Stratagems as you like so long as you have the points to use on them, but you can only use a single Stratagem of a given type in each phase. Stratagems have a wide variety of effects, from buffing your units to weakening enemies to inflicting mortal wounds. In Matched Play each stratagem of a given type can only be used once per turn, so make them count. The exact mix of Stratagems available to your army depends on your chosen faction, the mission type, and whether you're the attacker or defender in said mission (if there is an attacker/defender). However, the following collection of Stratagems are available to everyone regardless of the circumstances. Learn them well, as they can save your ass: *'''Command Re-Roll (1 CP)''': Re-roll any single dice. Simple, but infinitely effective. Whether you're trying to wring out a little extra damage from a lascannon shot that rolled a 1 for damage or trying to re-roll a critical save, you will learn to love this Stratagem. *'''Counter-Offensive (2 CP)''': Now reworded to work outside of the charge phase. After an enemy fights at all (including just regular melee), you can then fight with one of your own. *'''Cut Them Down (1 CP)''': After an enemy unit declares that they are falling back, you can trigger this. Roll a d6 for every model in your unit that is engaged with the enemy, you deal a mortal wound on a 6. *'''Desperate Breakout (2 CP)''': During the movement phase, you can select one engaged unit. Roll 1d6 for every model in that unit, with each 1 counting as a casualty. After resolving your rolls, the unit can immediately fall back, running through enemy units they come across. However, if you stay within engagement range of any enemy units, you will lose models until you are again free. This is a seriously risky move, as once you use this, the unit can't do anything for the rest of the turn, overruling any rules that would otherwise let them charge or shoot after falling back. It also doesn't work if the unit you're locked in combat with has rules that prevent falling back. *'''Emergency Disembarkation (1 CP)''': If a {{W40kKeyword|transport}} unit is destroyed, you can use this to give you a better position at a higher risk. The passengers can immediately set up 6" away from the transport and are immune from any explosions. You now roll 1d6 for each model that was in there, with a 1 or 2 meaning a model dies. These survivors can't charge or use heroic intervention after bailing. *'''Fire Overwatch (1 CP)''': Perhaps the greatest change of 9E, the age of constant overwatching is no more. Now you can have only one unit fire overwatch (hitting on 6+) against a charging enemy. That said, some armies (<s>e.g. Tau</s> No longer) have alternate methods of overwatching and it can also be enabled by being in specific forms of terrain, so keep the exceptions in mind. *'''Insane Bravery (2 CP)''': Automatically pass a Morale test. This has been nerfed to be usable only once per battle. *'''Heroic Support (1 CP)''': Most major characters, like Space Marine Captains, have special rules that limit you to taking only one per detachment. This Stratagem reduces this restriction so you can take two per detachment instead. Needless to say, there's a lot of stuff you can do with this but since you can only use it once per game you should think ahead about what your extra character should be.
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