Table of Contents

  1. Universal Titan Legion Stratagems
  2. Loyalist Titan Legion Stratagems
  3. Traitor Titan Legion Stratagems
  4. Universal Knightly Household Stratagems

Universal Titan Legion Stratagems

Battlefield Assets

These Stratagems are represented on the battlefield by miniatures and give ongoing benefits to its owning player. A Battlefield Asset Stratagem can only be chosen by a player who has an appropriate model to represent it. A player with one or more Battlefield Assets sets them all up immediately before deploying their first unit at the start of the battle. Each one must be set up so that it is fully within the controlling player's deployment zone.

Battlefield Assets can be targeted by attacks, and are hit by Blast markers, Flame templates and area effects (such as exploding reactors) in the same way as a unit. Hit rolls against Battlefield Assets have a -1 penalty at Short range and a -2 penalty at Long range. Attacks against Battlefield Assets use the following damage table:

Units can move across Battlefield Assets without penalty. If a Titan's base crosses a Battlefield Asset, there is a chance it will crush it underfoot. If it does so, roll a D10, or a D6 if the Titan's move ends with its base over the Battlefield Asset. If the result is lower than the Titan's Scale, the Battlefield Asset is destroyed.

Apocalypse Missile Strongpoint (2): In the 'Enact Stratagems' step of the Strategy phase, the owning player can make an attack with the strongpoint's apocalypse missile launcher, using the profile which follows. The strongpoint has a Ballistic Skill/Weapon Skill of 4+ and a 360° firing arc.

Range Accuracy Dice Strength Traits
S L S L
30" 120" - +1 5 4 Barrage

Command Bastion (1): A command bastion allows the owning player to issue one more order after they fail a Command check when issuing orders in the Strategy phase. The order must be issued to a unit within 18" of the command bastion. Note that this does not allow more than one order to be issued to a unit.

Communications Relay (2): Subtract 1 from the result of any Command checks for units that are within 18" of a communications relay that is owned by the enemy.

Forward Observers (1): Play this Stratagem before making an attack using a weapon with the Barrage trait. Place a command bastion or communications relay anywhere on the board to represent a forward observer team position that has been camouflaged up until this point. While the Asset is on the board, when friendly units make attacksusing weapons with the Barrage trait, they may draw line of sight, though not range, from this model, thus ignoring the normal -2 penalty for firing indirectly.

Macro Cannon Battery (2): In the 'Enact Stratagems' step of the Strategy phase, the owning player can make an attack with the battery's macro cannon, using the profile that follows. The battery has a Ballistic Skill/Weapon Skill of 4+ and a 360° firing arc.

Range Accuracy Dice Strength Traits
S L S L
12" 24" - -1 2 10 Ordnance

Plasma Generator (1): When the owning player activates a unit within 1" of the plasma generator in the Movement phase, they can declare that it will draw power instead of moving or making turns (or attacking, if it has First Fire orders). The unit does nothing when it is activated, but its Reactor Level is reduced by D3.

Titan Hunter Infantry (2): This Stratagem can be played once in each Strategy phase of the game. When this Stratagem is played, place two markers anywhere on the table wholly within a piece of terrain (this does not need to be the same piece of terrain). Instead of activating a Titan or Knight Banner, a player may fire with these markers as if they were units, following all the rules for making attacks and using the profile below. If more than one player has this Stratagem, players take turns when placing their markers, beginning with the First Player. If two opposing markers are placed in the same piece of terrain, immediately remove both markers.

BS/WS Firing Arc Range Accuracy Dice Strength Traits
S L S L
5+ 360° 6" 12" +1 - 4 5 -

Void Shield Relay (2): Failed Void Shield saves can be re-rolled for units that are within 2" of a friendly void shield relay, and which have not moved (voluntarily or involuntarily) this round.

Experimental Warfare

Enhanced Coolant (2): Play this Stratagem during any Strategy phase. The player chooses one of their Titans; for the remainder of the game, roll a D6 each time that Titan would increase its Reactor level. On a 5+, increase the Reactor level by one less hole than normal, to a minimum of zero holes (e.g., if two symbols were rolled on the Reactor dice, a 5+ would increase the Reactor level by one, not two). If an effect results in multiple increases, such as rolling multiple 1s while using the Maximal Fire trait, roll individually for each increase.

Experimental Locomotors (1): Play this Stratagem in the first Strategy phase of the game. The player chooses one of their Titans; for the remainder of the battle the Titan may use its boosted Speed characteristic without pushing its reactor. During every End phase roll a D10 for this Titan. On a 1, the Titan suffers a Devastating Hit to its Legs and this Stratagem is discarded.

Homing Warheads (2): Play this Stratagem in the first Strategy phase of the game. The player chooses one of their Titans armed with an Apocalypse missile launcher or paired Apocalypse missile launchers, so long as that Titan does not already have an upgrade affecting that weapon. Subtract 3 from the Dice Value of the weapon (to a minimum of 1). For the remainder of the game, attacks with that weapon do not suffer negative modifiers when attacking an obscured target or when attacking a target out of line of sight via the Barrage trait.

Override Signal (1): Play this Stratagem when a Titan (friend or foe) within 12" of a friendly Titan suffers Catastrophic Damage, before rolling on the Catastrophic Damage table. When rolling on the Catastrophic Damage table for the chosen Titan, add 4 to the result.

Redundant Systems (2): Play this Stratagem in any Strategy phase. The player chooses one of their Titans; the first time Critical Damage is suffered by that Titan it is ignored – do not move the marker up the tracker. Any other effect, such as loss of Structure points, still occurs. If a Titan is forced to move the Critical Damage marker more than once for an attack, move it one fewer space. Then, discard this Stratagem.

Ranged Support

Artillery Bombardment (2): Play this during each Strategy phase. Place the 5" Blast marker anywhere on the battlefield, then scatter it D10". Any unit touched by the marker where it eventually lands suffers a Strength 8 hit, or two Strength 8 hits if the central hole of the Blast marker is entirely over its base.

Blind Barrage (1): Once per battle, play this during the Strategy phase. Pick a unit on the battlefield. Any attacks that target it or are made by it suffer a -2 To Hit penalty for the duration of the round.

Earthshaker Mines (2): Play this Stratagem immediately after an enemy unit finishes moving or making a turn. Roll a D6. On 2 or more, that unit suffers D3 Strength 6 hits; a Titan takes these hits to its Legs. Shield saves cannot be made against the hits. In addition, the unit is then moved D6" in a direction determined by the Scatter dice (this may result in a Collision). This does not change the unit's facing. On a 1, nothing happens but the Stratagem is not discarded and can be played again in a subsequent round.

Haywire Barrage (2): Play this card during any Strategy phase. Place a marker anywhere on the battlefield then scatter it D10". Roll 2D6 for each Titan within 6" of the marker. If the roll is equal to or greater than their Scale, they take 1 point of Critical Damage to a random location, ignoring shields. If the location is a weapon, it is disabled. If the location is a disabled weapon or already has 3 points of Critical Damage then the barrage has no effect. Knight Banners hit by a Haywire Barrage take D3 Strength 7 hits that ignore ion shields.

Orbital Lance Strike (2): Once per battle, play this during the Strategy phase. Place the 3" Blast marker anywhere on the battlefield, then scatter it D6". Any unit touched by the marker where it eventually lands suffers D3 Strength 10 hits, or 2D3 Strength 10 hits if the central hole of the Blast marker is entirely over its base.

Quake Shells (2): Play this during any Strategy phase. Place the 5" Blast marker anywhere on the battlefield then scatter it D10". Any unit touched by the marker where it eventually lands suffers D3 Strength 6 hits, or D6 Strength 6 hits if the central hole of the Blast marker is entirely over its base. In addition, the unit is then moved D6" in a direction determined by the Scatter dice (this may result in a Collsion). This does not change the unit's facing.

Scatterable Mines (2): Play this during any Strategy phase. Place a marker anywhere on the battlefield then scatter it D10". The are within 6" of this marker counts as Dangerous terrain. Remove the marker at the end of the round.

Static Rain (3): Play this Stratagem during any Strategy phase. Choose a point on the battlefield. Any Titan within 12" of this marker must immediately make D3 Void Shield saves. Knight Banners within this range cannot make Ion Shield saves for the remainder of the round, even if they subsequently move out from the marker's radius of effect.

Strafing Run (2): Play this Stratagem during any Strategy phase. A squadron of fighter-bombers scream across the battlefield, attacking everything in their path. Choose one of the four edges of the battlefield and pick a point on that edge. Then pick a point on any other edge of the battlefield and draw an imaginary line 1mm wide between the two. Any unit under this line, or within 2" of it, takes D3 Strength 6 hits. The arc from which the hits originate is determined by the direction the line is travelling. Determine which arc the first chosen point is within for each unit hit and resolve the hits against that arc.

Tactical Support

Augmented Servitor Clades (2): Play this Stratagem during the first Strategy phase. The player chooses one of their Titans to have a Senior Enginseer aboard. Increase the Servitor Clades of that Titan by 1 during each Damage Control phase for the remainder of the battle. Note, this does not affect Repair rolls made as part of the Emergency Repair order.

Concealment Barrage (1): Play this Stratagem at the start of any Strategy phase. Place the 5" Blast marker anywhere on the battlefield. Any part of the battlefield underneath the template blocks line of sight. Remove the Blast marker at the end of the round.

MIU Link (1): Play this Stratagem in the first Strategy phase. The player chooses two of their Titans to link MIU. For the remainder of the game, when making a weapon attack, you may measure from either linked Titan for the purposes of determining the Accuracy value for Short or Long range. If either of the linked Titans suffers the MIU Feedback Critical Damage effect, both Titans suffer it and the MIU Link Stratagem is ignored for the remainder of the game, even if the damage is repaired.

Shock Mines (3): Play this Stratagem immediately after an enemy unit has finished moving or making a turn. That unit suffers D3 S5 hits to its Legs. Shields saves cannot be made against these hits. If that unit suffers any Direct, Devastating or Critical Hits from this Stratagem, the unit discards any order it has and is immediately issued a Shutdown order. This Shutdown order is removed in the End phase of that round.

Tracer Cloud (1): Play this Stratagem at the start of any Strategy phase. Place the 5" Blast marker anywhere on the battlefield. A player may re-roll Hit rolls for attacks made against any unit underneath the marker. Remove the Blast marker at the end of the round.

Veteran Princeps (1): When this Stratagem is chosen, the player chooses one of their Titans that is not a Princeps Seniores’ Titan to be commanded by a Veteran Princeps. Add 1 to the result of any Command checks made when issuing an order to the chosen Titan. This Stratagem can be purchased multiple times, but any Titan can only benefit from this Stratagem once.

Tertiary Objectives

These Stratagems can only be selected during Matched Play.

A Quick Kill (1): Play this in the End phase of the first or second round. If at least one enemy Titan with Scale 8 or greater has been destroyed, score 5 Victory points.

A Score to Settle (1): Play this at the end of the battle. Score 1 additional Victory point for each enemy unit has been destroyed.

Break Through (1): The player can eanct this at the end of the battle to score 1 Victory point for each of their units with a Scale of 5 or more that is within 9" of their opponent's edge of the battlefield.

Cripple the Foe (2): Play this at the end of the battle. Score 2 Victory points for each enemy Titan that has not been destroyed, but which is Structurally Compromised. In addition, score 2 Victory points for each enemy Battlefield Asset that has been destroyed.

Decapitating Strike (2): Play this at the end of the battle. If the opposing player's Princeps Seniores' Titan has been destroyed, score Victory points eauql to half its Scale (rounding down).

Hold the Centre (2): Play this at the end of the battle. The player scores 2 Victory points for each of their Titans that are within 12" of the centre of the battlefield. In addition, they score an extra 5 Victory points if there are no enemy units within 12" of the centre of the battlefield.

No Prisoners (2): Play this at the end of the battle. Score 5 Victory points if all enemy Titans have been destroyed. If the points total of the game is 2,500 points or more, score 10 Victory points instead.

Penance (2): Play this at the end of the battle. The player scores 3 Victory points for each of their Titans that has not been destroyed, but which is Structurally Compromised. In addition, they score an extra 3 Victory points if their Princeps Seniores' Titan currently has any Critical Damage.

Titanic Decapitation (1): Play this in the End phase if an enemy Titan was destroyed by suffering Critical Damage to its head. Score 5 Victory points.

Tricks and Tactics

Ablative Armour (1): Play this Stratagem in any Strategy phase. The player chooses one of their Titans and places this card next to its Command Terminal. The first Direct, Devastating or Critical Hit suffered by the Titan is ignored. Then discard this card.

Auspex Bafflers (2): Play this Stratagem in any Strategy phase. The player chooses one of their Titans or Knight Banners. Until the end of the round, the chosen unit increases the To Hit roll penalty for being obscured by 1, i.e, -2 To hit if at least 25% of the unit is obscured, or -3 To hit if at lest 50% of the unit is obscured.

Cursed Earth (1): Play this Stratagem in the first Strategy phase of the game. The battlefield is heavily irridiated, making shields less effective. Titans must roll an extra dice when making Void Shield saves, while Knight Banners count the Strength as one higher for the purpose of working out their Ion Shield saves.

Dawn Attack (3): Play this Stratagem in the first Strategy phase of the game. For the first two rounds of the game, darkness cloaks the battlefield. Titans must roll (D6+1)x5 to determine how many inches they can see — only enemies within this range can be targeted. Titans that shot earlier in the round can be targeted, regardless of the distance an attacker can see.

Dusk Attack (2): Play this Stratagem in the first Strategy phase of the game. During the End Phase of turn 3, the First Player must roll (D6+1)x5 to determine how many inches every unit on the battlefield can see for the remainder of the battle — only enemies within this range can be targeted by an attack. Units that have made an attack with a Weapon without the Melee Trait previously in a round can be targeted, regardless of the distance a unit can see.

Experimental Weapon (1): Play this Stratagem in the Strategy phase of the first round. The player chooses one of their Titans and places this card next to its Command Terminal. Then randomly choose one of the Titan's weapons. For the duration of this battle, the selected weapon gains the Maximal Fire trait, though must always declare that it is using this Trait each time it fires. If the weapon already has the Maximal Fire trait, select another weapon.

False Intel (1): Play this Stratagem after all objectives have been deployed. Pick any objective on the battlefield. Move that objective D6" in any direction — this can take it outside its normal deployment area. The objective cannot be moved off the board, nor can it overlap with a piece of Blocking terrain.

Last Ditch Effort (1): Play this Stratagem when a friendly Titan falls due to the Laid Low or Wild Fire Catastrophic Damage effect. The controlling player may choose the direction the Titan falls, rather than determining it by rolling a Scatter dice. If, for whatever reason, both players are allowed to choose the direction the Titan falls, randomly determine the direction as normal and discard this Stratagem.

Noble Sacrifice (1): A player can enact this Stratagem during the Strategy phase. To do so, they pick a Titan from their force whose structure has been compromised and roll a D6. Add 1 to the result if its Reactor Status marker is in a hole with an orange indicator, or add 3 to the result if it is in a hole with a red indicator. The Titan suffers a Magazine Detonation on a result of 1-4, or a Catastrophic Meltdown on a result of 5-6. At the end of the battle, the player loses a number of Victory points equal to the Titan's Scale.

Outflank (X): When this Stratagem is chosen, the player secretly writes down one of their units. The cost of the Strategem is equal to hqlf the unit's Scale, rounding up. Play this Stratagem at the start of deployment to set that unit to one side and state that it is outflanking (it is not deployed with the rest of its battlegroup). Write down which of the battlefield's neutral flanks it will arrive on, but do not reveal this to the opposing player. While the unit is not on the board, it cannot be activated and cannot be issued orders.

At the start of the Movement phase of the first round, the unit appears on long range auspex — reveal to the opposing player which neutral flank was chosen. During the Movement phase of the second round, the outflanking unit can be activated. When it is, it is set up so that the Rear arc of its base is touching the chosen flank. It cannot move any further during the phase.

If a player's battlegroup contains any Squadrons, they can choose this Stratagem more than once, as long as each outflanking unit is a part of the same Squadron.

Overcharged Cannon (2): Play this Stratagem in the Strategy phase of the first round. The player chooses one of their Titans armed with a weapon with the Maximal Fire trait. Place this card next to the Titan's Command Terminal and select one of its weapons with the Maximal Fire trait. For the duration of the battle, the Titan can fire this weapon on Super Maximal Fire. This works in exactly the same way as the Maximal Fire trait, except that the weapon's Strength is increased by 4 instead of 2.

Partial Shutdown (1): Play this Stratagem at the start of any Movement phase. Choose a friendly Titan to initiate Partial Shutdown. The chosen Titan is immediately issued Shutdown orders, replacing any Order previously given. The void shields of a Titan that has initiated a Partial Shutdown do not collapse. In addition, a Titan issued Shutdown orders as part of the Partial Shutdown Stratagem reduces its Reactor level by 1 instead of 2 during the Damage Control phase and Reactor rolls can be made for the Titan if forced to do so. Barring these exceptions, a Partially Shutdown Titan follows all normal rules for the Shutdown order as described in the Adeptus Titanicus rulebook.

Reactor Surge (2): Play this Stratagem when activating a Titan in the Combat phase. If the chosen Titan has a Shield level of X, this Stratagem is immediately discarded. Otherwise, increase the Titan's Reactor Status by any number of holes — you cannot voluntarily advance it further than the end of the Status tracker. For each hole the marker is moved along the Reactor Status level, repair the Titan's Void Shield level by 1. This counts as the Titan's activation for this round.

Sabotage (2): Play this Stratagem at the start of any phase. Pick an enemy unit which does not currently have Shutdown orders, remove its current Order (if any), then roll an Order dice — the unit immediately takes the Order shown. If it cannot be issues that Order, only its current Order is removed — no new Order is given.

Tactical Assesment (2): Play this at the end of the deployment phase, before rolling to see who is the First Player. The player may immediately discard their current objective and determine a new one by rolling two D6 on the Mission Objective table as described in the Adeptus Titanicus rulebook.

Thermal Mines (2): Play this Stratagem immediately after an enemy unit finishes moving or making a turn. Roll a D6. On a 2 or more, that unit suffers D3 Strength 8 hits; a Titan takes these hits to its Legs. Shield saves cannot be made against the hits. On a 1, nothing happens but the Stratagem is not discarded and can be played again in a subsequent round.

Voidbreaker Field (2): Play this Stratagem immediately after an enemy unit with active void shields finishes moving or making a turn. Roll a D6. On a 2 or more, the opposing player must immediately make a number of Shield saves equal to the number rolled on the D6. On a 1, nothing happens but the Stratagem is not discarded and can be played again in a subsequent round.

Vox Blackout (3): Play this Stratagem in any Strategy phase. The Strategy phase immediately ends and all orders are removed, with the exception of Shutdown orders.

Loyalist Titan Legion Stratagems

Desperate Measures

EMP Discharge (2) Play this Stratagem during any Movement phase or Combat phase. Pick a friendly Titan that has active void shields. Every Titan that has active shields within 3" of that Titan suffers a number of S4 Hits equal to the Void Shield level of the chosen Titan, as if resolving an attack from a Shieldbane weapon. After resolving these Hits, the chosen Titan’s Void Shield level is reduced to X.

Even in Death (2): Play this Stratagem when a friendly Titan suffers Catastrophic Damage, before rolling on the Catastrophic Damage table. Instead of rolling on the table, roll a D6. On 1-4, the Titan suffers the Magazine Detonation result, and on a 5+ the Titan suffers the Catastrophic Meltdown result. Add 1 to the result if the Titan’s Reactor Status marker is in a hole with an orange indicator and add 3 if it is in a hole with a red indicator.

Iron Resolve (1): Play this Stratagem when a Titan fails a Command check during the Strategy phase or when a Knight Banner fails a Command check to see if they become Shaken in any phase. That check is passed instead. This Stratagem can be purchased multiple times.

Only Forwards (2): Play this Stratagem at the start of any Strategy phase. For the remainder of that phase, any unit may be issued Full Stride or Charge orders without the need to make a Command check.

Sacrificial Lock-on (2) Play this at the start of any Combat phase. Place the 5" Blast marker so that the central hole is entirely over a friendly model’s base. Any unit touched by the marker suffers D3 Strength 10 hits, or 2D3 Strength 10 hits if the central hole of the Blast marker is entirely over its base. This attack does not ignore void shields, even if the friendly model the marker is centred over is within 2" of a Titan with active shields.

Weapons to Full (2) Play this Stratagem during the Combat phase. Select a friendly Titan. That Titan may immediately attack with any/all of its weapons even if it has already been activated in the Combat phase that round. After resolving each weapon attack, the Titan rolls a D10 on the Reactor Overload table.

Tertiary Objectives

Justice for the Fallen (1): Play this at the end of the battle. If the player has destroyed at least as many enemy Titans as they themselves have lost, they score 5 Victory points.

Tricks and Tactics

Endurance of Terra (2): Play this Stratagem when one of the player's Titans suffers Critical Damage. The player rolls a D6. On a 3+, the damage is ignored. Otherwise, nothing happens but the Stratagem is not discarded and can be played again in a subsequent round.

Great Crusade Titans (2): Play this Stratagem in any Strategy phase. For the duration of the round, the player's Titans add 2 to Command checks when issuing Charge orders. In addition, when moving under Charge orders the player's Titans count as moving 6" further than they actually moved for the purposes of working out additional Attack dice.

Martian Servitor Clades (3): Play this Stratagem at the beginning of any Damage Control phase. Until the end of the next Strategy phase, each of the player's Titans adds two Repair dice to their Servitor Clades. In addition, if the player's opponent is fielding any Legio Mortis or Legio Tempestus Titans, they may re-roll any results of 1 on the Repair dice.

Secutarii Battalion (3): Play this Stratagem in each Strategy phase. Any enemy units with a Scale of 3 or less immediately suffer D6 Strength 3 Hits if they are within 2" of one of the player's Titans.

The Long Retreat (1): Play this Stratagem in any Strategy phase. For the duration of this round, the player's Titans do not halve their Speed when moving outside of their Front arc.

Wages of Betrayal (2): Play this Stratagem in any Strategy phase. For the duration of the round, enemy Titans suffer a -2 penalty to Command checks. Any enemy Princeps Seniores suffers a -3 penalty to Command check instead.

Traitor Titan Legion Stratagems

Tertiary Objectives

Dark Pledge (1): Play this Stratagem in the Strategy phase of the first round. The player chooses an enemy Titan or number of Titans with a Scale of 10 or more to mark for destruction. If, at the end of the battle, these marked Titans have been destroyed, the player scores 10 Victory points. If all or some of the marked Titans have not been destroyed by the end of the battle, the player loses 10 Victory points.

Tricks and Tactics

Bloodthirst (1): Play this Stratagem in any Strategy phase. For the duration of the round, the player's Titans add 2 to any To Hit rolls made against enemies within 2" of them. In addition, the player's Titans add 2 to their Command checks when attempting to issue the Charge order.

Gifts of the Dark Mechanicum (3): Play this Stratagem in the Strategy phase ofthe first round. The player chooses one of their Titans and places this card next to its Command Terminal. Each time the Titan Pushes its Reactor, the player can choose to place a token on this card instead of rolling the Reactor dice, gaining the benefits of Pushing the Reactor without advancing the Reactor track. Once this card has three tokens placed on it, it is discarded.

Living Armour (3): Play this Stratagem in any Strategy phase. The player chooses one of their Titans and a location on the chosen Titan that has suffered Structural Damage. The player then rolls a D10. If the result is equal to or higher than the amount of Structural Damage suffered, all damage to the location is repaired. Otherwise there is no effect, but the player may retain this card and play it again next round.

War Lust (2): Play this Stratagem in any Strategy phase. For the duration of the round, the player's Titans add 2" to their Boosted Speed characteristic. In addition, the player's Titans add 2 to their Command checks when attempting to issue the Full Stride order.

Warmaster's Portion (3): Play this Stratagem in the Strategy phase of the first round. During the Movement and Combat phases of the first round, the player's Titans can re-roll rolls of 1 when making To Hit rolls.

War of Fates (1): Play this Stratagem in any Strategy phase. Before the Movement phase, Damage Control phase and Combat phase, the player rolls a D10. If the result is an odd number, for the duration of that phase any D6 roll of 6 counts as a 1 and any D10 roll of 10 counts as a 1. If the result is an even number, for the duration of that phase any D6 roll of 1 counts as a 6 and any D10 roll of 1 counts as a 10.

Warp Trickery

Aetheric Infusion (2): Play this Stratagem in any phase. The player chooses one of their Titans and rolls a D10. On a 3+, immediately make a Repair roll for the Titan, adding 2 to their Servitor Clades for that roll. On a 2, the Titan takes D3 Devastating Hits to its Body. On a 1, the Titan immediately suffers Catastrophic Damage.

Localised Warp Storm (3): Play this Stratagem in any Strategy phase. Place the 3" Blast marker anywhere on the battlefield, then scatter it D10". Any unit touched by the marker after it has scattered takes D3 Hits as if attacked by a Warp weapon that has succesfully hit.

Profane Blessing (1): Play this Stratagem in the first Strategy phase of the game. The player chooses one of their Titans or Knight Banners and places a marker of some kind next to its Command Terminal. That unit may choose to re-roll one or more dice for a single roll; for example, they may re-roll a Command check or all failed Hit rolls from a singel weapon attack. Discard the marker after the re-rolls have been resolved. This Stratagem can be taken multiple times.

Wails of the Damned (2): Play this Stratagem during any Strategy phase. For the remainder of that round, subtract 2 from the result of any Command Checks made by enemy units when issuing orders.

Warp Displacement (2): Play this Stratagem in any phase. The player chooses one of their units and rolls 2D6. Models within the chosen unit move that many inches in a straight line in a direction chosen by the player, ignoring any rules for movement such as Dangerous or Blocking terrain when moving. If the unit would be placed in a piece of terrain, other than Blocking terrain, the unit suffers D3 S7 hits to its Body, bypassing void shields, and the terrain is destroyed. If the unit would be placed in a piece of Blocking terrain, the unit is destroyed. If the unit would be placed overlapping the base of another unit, the unit stops at its base and suffers a collision. This does not change the unit's facing and a unit cannot move off the battlefield — if it would, place the unit at the battlefield's edge.

Unhallowed Ground (2): Play this Stratagem in the first Strategy phase of the game. The battlefield is infused with tainted Warp energies harmful to any who linger upon it. At the end of each Movement phase, any unit that has not moved, voluntarily or involuntarily, in the Movement phase suffers D3 S6 Hits, ignoring void shields and ion shields. Titans suffer these Hits to their Legs.

Universal Knightly Household Stratagems

Battlefield Assets

These Stratagems are represented on the battlefield by models and give ongoing benefits to the owning player. A Battlefield Asset Stratagem can only be chosen by a player who has an appropriate model to represent it. A player with one or more Battlefield Assets sets them all up immediately before deploying their first unit at the start of the battle. Each one must be set up so that it is fully within the controlling player's deployment zone.

Battlefield Assets can be targeted by attacks, and are hit by Blast markers, Flame templates and area effects (such as exploding reactors) in the same way as a unit. Hit rolls against Battlefield Assets have a -1 penalty at Short range and a -2 penalty at Long range. Attacks against Battlefield Assets use the following damage table:

Units can move across Battlefield Assets without penalty. If the base of a Titan (but not a Knight) crosses a Battlefield Asset as it moves, there is a chance it will crush it underfoot. If it does so, roll a D10, or a D6 if the Titan's move ends with its base over the Battlefield Asset. If the result is lower than the Titan's Scale, the Battlefield Asset is destroyed.

Apocalypse Missile Strongpoint (2): In the 'Enact Stratagems' step of the Strategy phase, the owning player can make an attack with the strongpoint's apocalypse missile launcher, using the profile which follows. The strongpoint has a Ballistic Skill/Weapon Skill of 4+ and a 360° firing arc.

Range Accuracy Dice Strength Traits
S L S L
30" 120" - +1 5 4 Barrage

Command Bastion (1): A command bastion allows the owning player to issue one more Order after they fail a Command check when issuing Orders in the Strategy phase. The Order must be issued to a unit within 18" of the command bastion. Note that this does not allow more than one Order to be issued to a unit.

Communications Relay (2): Subtract 1 from the result of any Command checks for units that are within 18" of a communications relay that is owned by the enemy.

Ion Shield Relay (2): Failed Ion Shield saves can be re-rolled for units that are within 2" of a friendly ion shield relay.

Macro Cannon Battery (2): In the 'Enact Stratagems' step of the Strategy phase, the owning player can make an attack with the battery's macro cannon, using the profile that follows. The battery has a Ballistic Skill/Weapon Skill of 4+ and a 360° firing arc.

Range Accuracy Dice Strength Traits
S L S L
12" 24" - -1 2 10 Ordnance

Plasma Generator (1): When the owning player activates a unit within 1" of the plasma generator in the Movement phase, they can declare that it will draw power instead of moving or making turns (or attacking, if it has First Fire orders). The unit does nothing when it is activated, but its Reactor Level is reduced by D3.

Power Relay (1): When the owning player activates a unit within 1" of the power relay in the Movement phase, they can declare that it will draw power from it. The unit gains +D3" of Speed.

Noble Tactics

Interference (2): Play this Stratagem at the start of the Strategy phase. Pick a single enemy unit. This unit cannot be given any Orders this round and must instead acts on its initiative.

Outflank (X): When this Stratagem is chosen, the player secretly nominates one of their Freeblade Banners. The cost of the Stratagem is equal to half of the unit's Scale, rounding up. Play this Stratagem at the start of deployment to set that unit to one side and state that it is outflanking (it is not deployed at the same time as the rest of the Household force). Write down which of the battlefield's neutral flanks it will arrive on, but do not reveal this to the opposing player. While the unit is not on the board, it cannot be activated, and so cannot be issued Orders.

At the start of the Movement phase of the first round, the Banner appears on long range auspex — reveal to the opposing player which neutral flank was chosen. During the Movement phase of the second round, the outflanking Banner can be activated. When it is, it is set up so that the bases of all models within the Banner are touching the chosen flank. It cannot move any further during the phase.

Plasma Mines (2): Play this Stratagem immediately after an enemy unit finishes moving or making a turn. That unit suffers D3 Strength 10 hits. If the unit is a Titan, these will be to its Legs. Void Shield saves cannot be made against the hits, but Ion Shield saves can be made.

Vengeful (1): A player can enact this Stratagem during the Strategy phase. To do so, they pick a Banner from their force which has been reduced to a single remaining Knight. This Banner immediately receives Charge orders. When it charges, the Knight may make a Smash Attack, resolved at Scale x2. Once this is resolved, the Knight is removed from play. At the end of the battle, the enemy gains a number of Victory points equal to half the Scale of this unit, rather than the full amount.

Voidbreaker Field (2): Play this Stratagem immediately after an enemy unit with active void shields finishes moving or making a turn. Roll a D6. on a 2 or more, the opposing player must immediately make a number of Void Shield saves equal to the number roled on the D6. On a 1, no Void Shield saves are made this turn, but the Stratagem can be used a second time in a subsequent turn.

Ranged Support

Fire Support Bombardment (3): Play this during each Strategy phase. Place the 5" Blast marker anywhere on the battlefield then scatter it D10". Any unit touched by the marker where it eventually lands suffers a single Strength 8 hit, or 2 Strength 8 hits if the central hole of the Blast marker is entirely over its base.

Orbital Lance Strike (2): Once per battle, play this during the Strategy phase. Place the 3" Blast marker anywhere on the battlefield, then scatter it D6". Any unit touched by the marker where ir eventually lands suffers D3 Strength 10 hits, or 2D3 Strength 10 hits if the central hole of the Blast marker is entirely over its base.

Smoke Screen (1): Once per battle, play this during the Strategy phase. Pick a single Banner on the battlefield. Any attacks that target it or are made by it suffer a -2 To Hit penalty for the duration of the round. When the attack is made with a weapon that has the Melee trait, this penalty does not apply.

Tertiary Objectives

These Stratagems can only be selected during Matched Play.

Fight for every Step (2): Play this at the end of the battle. Score 2 Victory points for each enemy Titan that has not been destroyed, but which is Structurally Compromised.

Decapitating Strike (2): Play this at the end of the battle. If the opposing player's Princeps Seniores' Titan has been destroyed, score Victory points equal to half its Scale (rounding down). Alternatively, if the opponent's Seneschal and their entire Banner have been destroyed, score 3 additional Victory points.

Vengeance (1): Play this at the end of the battle. At the start of the battle, secretly nominate one enemy unit and make a note of this. At the end of the battle, reveal the nominated unit. If the nominated unit is a Titan, score 2 additional Victory points if it is Structurally Compromised, 3 additional Victory points if it is destroyed. If the nominated unit is a Knight Banner, score 1 additional Victory point if it is below half of its starting strength (rounding up), or 2 additional Victory points if it is destroyed.

A Glorious Death (1): This stratagem can only be played on a Freeblade Banner. Play this card at the end of the battle. Nominate one Freeblade Banner that was completely destroyed. The opposing player gains no Victory points for this unit.