TEXT: SPEARHEAD
  22
  SPEARHEAD
  Spearhead is an expansion for Warhammer 40,000 that brings new rules for fighting conflicts
  between forces of armoured vehicles on the battlefields of the 41st Millennium. In these
  cacophonous environments, speed, armour and big guns are the keys to victory!
  Across the galaxy, wars are lost
  and won by decisive armoured
  assaults. From formations of Leman
  Russ battle tanks pounding the foe
  with their formidable cannons, to
  squadrons of sleek Aeldari craft
  swooping over the battlefield, lances
  of bright energy bursting from their
  weapons to annihilate any threats.
  On countless worlds, infantry must
  move unseen amongst the wreckage
  of armoured fighting vehicles,
  working their way closer to plant
  mines and grenades to cripple enemy
  war machines. Vast fortresses roll
  forwards on gargantuan tracks,
  crushing everything in their path
  as they conquer worlds. Fearsome
  Dreadnoughts stride into the
  enemies’ lines, punching mighty
  fists through the thickest of armour
  plates. These are the battlefields of
  Spearhead – forces of armoured
  vehicles duelling to the death across
  a battlefield cratered by the heaviest
  of munitions, and the detonations
  of mortally wounded machines.
  Victory will only be won by those
  who can utilise speed, overwhelming
  firepower and the heavy armour of
  their vehicles to best effect!
  Spearhead is an expansion that
  incorporates fast-moving vehicular
  warfare missions into Warhammer
  40,000. In these missions, one player
  takes the role of the Attacker and
  their opponent the Defender. As a
  result, the missions presented in this
  expansion are designed primarily
  for narrative play, telling the story
  of these brutal armoured assaults.
  As with any game that puts players
  in different roles, we recommend
  replaying these missions, but
  switching the Attacker and Defender
  around to give both players a chance
  to test out a different set of tactics.
  This expansion supplements the
  core rules with additional abilities,
  Warlord Traits, and Stratagems that
  reflect the tactics deployed when
  playing a Spearhead mission.
  The ground shakes as the massed armoured might of the Astra Militarum rolls forth to crush the foe beneath their
  iron treads. No heretic shall long endure their wrath!
  
  SPEARHEAD ABILITIES
  Spearhead missions use the following additional rules:
  ROADS
  Forces can move quickly across streets and roads, but doing
  so often leaves them exposed to enemy fire.
  After you have created the battlefield, the players should
  agree what areas count as Roads. If a VEHICLE model
  spends its entire Movement phase wholly on a Road, its
  Move characteristic is increased by 3" until the end of the
  phase. This has no effect on units that can FLY.
  DANGEROUS TERRAIN
  Even the relatively open spaces favoured by armoured
  commanders are full of hazards for a careless driver
  or pilot. Tank traps or hidden mines have all been the
  downfall of even the greatest tank aces in the galaxy.
  Some terrain is classed as dangerous terrain. Each time a
  model Advances or Charges through dangerous terrain,
  roll a D6; on a 1, that model’s unit suffers 1 mortal wound.
  23
  
  24
  NARRATIVE PLAY MISSION
  SPECIAL RULES
  Most narrative play missions use one
  or more additional special rules to
  better represent the different tactics
  and strategies used by Attackers
  and Defenders. Some of the more
  in-depth mission special rules are
  collected below and referenced by the
  missions that appear later.
  CONCEALED DEPLOYMENT
  In some battles, commanders have
  had time to conceal the positions of
  their forces from their enemy.
  If a mission uses Concealed
  Deployment, the Defender will need
  a set-up marker for each unit in their
  army that they intend to start the
  battle deployed on the battlefield. You
  do not need any markers for units
  that will start the battle embarked
  on a Transport, only a marker for the
  transport itself. Each marker needs
  to be distinct (e.g. have a different
  number) so it can correspond to a
  specific unit. The Defender must
  write down which unit each marker
  represents and keep this information
  secret from their opponent.
  When the Defender deploys their
  army, they set up the markers instead
  of their models. Once the Defender
  has set up all their markers, the
  Attacker deploys all their forces.
  Once this has been done, the
  Defender then reveals which marker
  corresponds to which unit, setting up
  the appropriate models as they do so.
  The first model in each unit must be
  placed exactly where the unit’s set-
  up marker was placed, and the entire
  unit must be set up wholly within the
  player’s own deployment zone.
  DAWN RAID
  Cunning commanders often attack
  under cover of darkness.
  If your mission uses Dawn Raid,
  then in the first battle round, when
  resolving an attack made with a
  ranged weapon, subtract 1 from the
  hit roll.
  PRELIMINARY BOMBARDMENT
  In a major offensive, the attacker will
  often launch a heavy bombardment
  prior to the main attack.
  If your mission uses Preliminary
  Bombardment, then at the start of
  the first battle round, but before the
  first turn begins, the Attacker should
  roll a dice for each enemy unit that is
  on the battlefield (do not roll for units
  that are embarked inside Transports).
  On a roll of 6, that unit has been hit
  by a Preliminary Bombardment;
  that unit suffers D6 mortal wounds.
  Infantry units that are hit by a
  Preliminary Bombardment can
  choose to go to ground before the
  damage is determined – if they do
  they only suffer D3 mortal wounds,
  but cannot move, make shooting
  attacks or charge in the first
  battle round.
  
  25
  RANDOM BATTLE LENGTH
  War is rarely predictable, and the time
  available to achieve your objectives is
  never certain.
  If your mission uses Random Battle
  Length, at the end of battle round 5,
  the player who had the first turn must
  roll a D6. On a roll of 3+ the game
  continues, otherwise the game is
  over. At the end of battle round 6, the
  player who had the second turn must
  roll a D6. This time, on a roll of 4+ the
  game continues, otherwise the game
  is over. Thebattle automatically ends
  at the end of battle round 7, or when
  one army has destroyed all of its foes.
  RESERVES
  Reserves are forces which are not
  directly present at the start of battle,
  but are available as reinforcements.
  If a mission uses Reserves, it will
  detail which units in your army start
  the game in Reserve – these units
  are not deployed with the rest of
  your army.
  The mission will usually state when
  the units placed in Reserve arrive
  on the battlefield – this is typically
  at the end of a particular Movement
  phase. If the mission does not specify
  when units arrive, roll for each unit
  at the end of your second Movement
  phase (and at the end of each of your
  Movement phases thereafter) – this is
  called a Reserve roll. On a 3+ the unit
  being rolled for arrives from Reserve.
  Note that if a unit placed into Reserve
  is embarked within a Transport,
  they will arrive when their transport
  does, not separately (if rolling, make
  a single roll for the transport and the
  units embarked in it).
  The mission will explain how and
  where to set up units when they
  arrive from Reserve.
  SUSTAINED ASSAULT
  Occasionally, an army will possess
  overwhelming superiority in numbers.
  If your mission uses Sustained
  Assault, any of the Attacker’s units
  that are destroyed can be brought
  back into play later in the battle,
  to represent their almost limitless
  supply of reinforcements. At the end
  of each of the Attacker’s Movement
  phases, roll a dice for each of their
  destroyed units, adding 2 to the
  result if that unit has the Troops
  Battlefield Role. On a 4+ immediately
  set up that unit within 6" of a
  battlefield edge – the mission will
  specify which.
  The Attacker can also, at the end of
  any of their turns, remove any of
  their units from the battlefield that
  have a quarter or less of their starting
  number of models (or, in the case of
  single-model units, a quarter or less
  of their starting number of wounds).
  This unit then counts as having been
  destroyed for all purposes, and so
  can be brought back into play later, as
  described above.
  
  Tank Aces
  Battlezone: Tank Graveyard
  26
  TANK ACES
  BATTLEZONE: TANK GRAVEYARD
  Each race of the galaxy that makes use of
  armoured vehicles exalts those warriors who
  show great skill in this type of warfare. From
  Commander Longstrike of the T’au Empire to
  Antaro Chronus of the Ultramarines, these
  warriors are rightly feared by their foes.
  Throughoutthe galaxy, numerous battlefields lie littered with the shattered hulks of ruined
  war machines. Whether this detritus is the result of recent conflict, or one from ages past,
  combatants must take care not to disturb discarded ordnance whilst navigating the burning
  remnants of recently slain vehicles.
  Before the battle, you can use the following Stratagem. If
  you do so, you must mark on your army list which unit it
  is being used on.
  So long as you and your opponent
  agree, any Spearhead battle can
  use the Spearhead Battlezone rules
  on this page. These rules allow you
  to recreate battles that are fought
  in an environment that is even
  more hostile and hazardous to the
  combatants than usual. These can
  be used in addition to, or instead of,
  any other Battlezone rules found in
  other publications.
  If you choose to use this Battlezone,
  the following rules apply to
  your battle:
  Unexploded Ordnance: Each time
  a unit Advances, roll one D6 for that
  unit. On a 1, that unit suffers D3
  mortal wounds.
  Smoke-wreathed Wasteland: After
  both sides have deployed, the players
  roll off. The winner then rolls one
  D6 for each terrain feature on the
  battlefield (other than Obstacles).
  On a 4+ the terrain feature being
  rolled for is ablaze and is treated as
  dangerous terrain for the remainder
  of the battle.
  Models cannot see through or over
  terrain features that are ablaze.
  This means that a unit is not visible,
  and so cannot be targeted if you
  cannot draw a straight line, 1mm
  in thickness, between the attacking
  model and the target, without it
  passing over or through any part
  of this terrain feature. Units that
  are on or within a terrain feature
  that is ablaze can be seen and
  targeted normally.
  TANK ACE
  Spearhead Stratagem
  This vehicle is home to one of the greatest armour
  commanders your race has to offer. This veteran of
  countless conflicts guides the vehicles under their
  command with an expert eye and a killer’s instinct.
  Use this Stratagem before the battle. Pick one
  VEHICLE model from your army that is not TITANIC
  for 1CP or pick one TITANIC VEHICLE model from
  your army for 3CP. Add 1 to hit rolls made for
  that VEHICLE model until the end of the battle. In
  addition, re-roll hit rolls of 1 for friendly VEHICLE
  models whilst they are within 6" of this model. You
  can only use this Stratagem once per battle.
  1/3CP
  
  D3
  MISSION
  1
  Wall of Iron
  2
  TheTrap is Sprung
  3
  Counter-Attack
  D6
  WARLORD TRAIT
  1
  Armour-Slayer: This warlord has fought against enemy armoured
  formations across the length and breadth of the galaxy, and knows
  instinctively where to place their shots to cause maximum damage.
  Re-roll wound rolls of 1 for attacks made by this Warlord that target
  an enemy VEHICLE. You can re-roll failed wound rolls instead if the
  target VEHICLE has a Toughness characteristic of 8 or more.
  2
  Defensive Gunner: This warlord excels at plunging their vehicle into the
  foes’ lines, keeping enemy infantry back with pinpoint volleys from their
  lighter weapons, while they hunt their true target.
  When this Warlord makes an attack with a weapon profile with a
  Strength characteristic of 5 or less, you can re-roll hit and wound rolls
  if that attack targets an enemy INFANTRY unit that is within 12" of
  your Warlord.
  3
  Indomitable Spirit: This Warlord knows how to keep their
  vehicle fighting, even when suffering serious injury and near-
  catastrophic damage.
  If this Warlord would lose a wound, roll one D6; on a 6+ that wound is
  not lost. In addition, at the start of your Movement phase, this Warlord
  regains 1 lost wound.
  SPEARHEAD MISSIONS
  27
  This expansion includes three
  Spearhead missions designed for
  narrative play games. If you wish to
  play a Spearhead battle, you should
  first select a mission from the table
  below, or roll to randomly select
  which mission you will play.
  SPEARHEAD ARMIES
  In a Spearhead mission, at least
  half (rounding up) of the units in
  a player’s army must be VEHICLES
  that do not have the Flyer battlefield
  role. If you are using Battle-forged
  armies, treat the red HQ icon
  as being grey in Spearhead and
  Outrider Detachments (therefore
  these Detachments do not require
  a compulsory HQ choice to
  fulfil them).
  SPEARHEAD BATTLEFIELDS
  In a Spearhead mission, the
  battlefields are characterised by
  relatively open spaces, with a few
  large terrain features. As such, unless
  the mission you are playing instructs
  you otherwise, we recommend
  having a single large terrain feature
  in each 2' by 2' area, as well as a
  scattering of obstacles or barricades.
  OBJECTIVE MARKERS
  Many missions use objective markers
  – these represent sites of strategic
  import that both sides are attempting
  to secure. These can be represented
  by any appropriate markers or
  models you have available. A player
  controls an objective marker if they
  have more models within 3" of it
  than their opponent does. When
  measuring distances involving
  objective markers, always measure to
  and from the centre of the marker.
  ARMOURED CONQUEST
  All VEHICLE units (except those
  with the Flyer battlefield role) gain
  this ability. Such a unit that is within
  range of an objective marker (as
  specified in the mission) controls
  the objective marker even if there
  are more enemy models within
  range of that objective marker. If
  an enemy unit within range of the
  same objective marker has a similar
  ability, then the objective marker
  is controlled by the player who has
  the most models within range of it,
  as normal.
  SPEARHEAD WARLORDS
  If you are playing a Spearhead
  mission, you can use the following
  Warlord Traits when choosing
  your army:
  
  Mission: Wall of Iron
  28
  WALL OF IRON
  Sometimes a defending army must create an impenetrable wall of armour to block an enemy
  assault. Every thoroughfare is blocked with the heaviest units a commander can find, presenting
  a wall of cannons to dissuade even the most bold attacker.
  Attacker’s
  Deployment Zone
  Defender’s
  Deployment
  Zone
  18"
  24"
  12"
  Defender’s Battlefield Edge
  THE ARMIES
  Each player must first muster an
  army from the miniatures in their
  collection. A player can include any
  models in their army, but this mission
  works especially well with ground-
  based armies that contain few units
  that can FLY. Once the armies have
  been chosen, the players must then
  decide who will be the Attacker and
  who the Defender. If the Power Levels
  of the two armies are different, then
  the player whose army has the higher
  Power Level should be the Defender,
  and their opponent the Attacker.
  Otherwise, the players can roll off
  to decide.
  THE BATTLEFIELD
  Create a battlefield using the
  deployment map below and then set
  up terrain. The battlefield should
  contain a reasonable amount of
  terrain features, especially around
  the Defenders deployment zone.
  DEPLOYMENT
  After terrain has been set up, the
  players set up their armies using the
  Concealed Deployment rules (pg 24).
  All of the Attacker’s units must be
  set up in their deployment zone, and
  cannot be set up in other locations,
  such as teleportarium chambers, or
  in the webway.
  FIRST TURN
  The Attacker rolls one D6. On a
  3+ the Attacker has the first turn,
  otherwise the Defender has the
  first turn.
  BREAKTHROUGH
  TheAttacker must try to move models
  from their army off the Defender’s
  battlefield edge. If a VEHICLE model
  from the Attacker’s army finishes
  any kind of move in contact with
  the Defender’s battlefield edge, the
  Attacker can remove that unit from
  the battlefield. That unit is considered
  to have broken through.
  BATTLE LENGTH
  The players should use the Random
  Battle Length rules to determine how
  long the battle lasts.
  VICTORY CONDITIONS
  At the end of the game, the Attacker
  should add up the total Power
  Rating of all the units that have
  broken through.
  If the total Power Rating of units that
  have broken through is more than
  50% of the total Power Rating of
  the Attacker’s army, the Attacker is
  the winner.
  If the total Power Rating of units that
  have broken through is more than
  25%, but less than 50% of the total
  Power Rating of the Attacker’s army,
  the game is a draw.
  If the total Power Rating of units
  that have broken through is less than
  25% of the total Power Rating of
  the Attacker’s army, the Defender is
  the winner.
  MISSION:
  
  Mission: The Trap is Sprung
  29
  THE TRAP IS SPRUNG
  When a weak point in the enemy line is detected, your armoured battle-group is dispatched
  to break through. But all is not as it seems. Just as your force is about to break through, the
  enemy emerge from hiding, converging on your troops. Thisfight will not be as easy as it
  first appeared!
  THE ARMIES
  Each player must first muster an
  army from the miniatures in their
  collection. A player can include
  any models in their army, but this
  mission works especially well with
  ground-based armies that contain
  few, if any, units that can Fly. Once
  the armies have been chosen, the
  players must then decide who will
  be the Attacker and who will be the
  Defender. If the Power Levels of the
  two armies are different, then the
  player whose army has the higher
  Power Level should be the Attacker,
  and their opponent should be the
  Defender. Otherwise, the players
  can roll off to decide. If one player
  has a higher total Power Rating than
  their opponent, make a note of the
  difference before starting the battle.
  THE BATTLEFIELD
  Create a battlefield using the
  deployment map below and then set
  up terrain. The battlefield should
  contain a reasonable amount of
  terrain features, especially around
  the Defenders deployment zone.
  DEPLOYMENT
  After terrain has been set up, the
  players set up their armies using the
  Concealed Deployment rules (pg 24).
  The Defender can set up their units
  in either of their deployment zones.
  FIRST TURN
  The Defender rolls one D6. On a
  3+ the Defender has the first turn,
  otherwise the Attacker has the
  first turn.
  BATTLE LENGTH
  The players should use the Random
  Battle Length rules to determine how
  long the battle lasts.
  VICTORY CONDITIONS
  At the end of the game, each player
  should add up the Power Rating of
  each unit they have remaining on the
  battlefield. If the unit is below 50%
  of its starting number of models (or
  starting Wounds characteristic if it
  is a single model) only add 50% of its
  Power Rating (rounding up).
  If one player had a higher total Power
  Rating at the start of the battle, that
  player should subtract the difference
  (noted at the start of the battle) from
  their total.
  The player with the highest total
  Power Rating remaining on the
  battlefield is the winner. If the total is
  tied, the game is a draw.
  Attacker’s
  Deployment
  Zone
  24"
  24"
  Defender’s
  Deployment
  Zone
  Defender’s
  Deployment
  Zone
  24"
  MISSION:
  
  Mission: Counter-Attack
  30
  COUNTER-ATTACK
  Theenemy advance has been stalled. Now is the time to mobilise our faster elements and strike
  back at them while they are vulnerable. Lead out your war machines and smash the enemy with
  your armoured fist!
  THE ARMIES
  Each player must first muster an
  army from the miniatures in their
  collection. A player can include
  any models in their army, but this
  mission works especially well with
  ground-based armies that contain
  few, if any, units that can FLY. Once
  the armies have been chosen, the
  players must then decide who will
  be the Attacker and who will be the
  Defender. If the Power Levels of the
  two armies are different, then the
  player whose army has the higher
  Power Level should be the Attacker,
  and their opponent should be the
  Defender. Otherwise, the players can
  roll off to decide.
  THE BATTLEFIELD
  Create a battlefield using the
  deployment map below and then
  set up terrain. Then, set up 3
  objective markers in the Defender’s
  deployment zone, as shown on the
  map below. The battlefield represents
  an apparently empty area which the
  attackers are trying to break through.
  DEPLOYMENT
  After terrain has been set up, the
  players set up their armies using the
  Concealed Deployment rules (pg 24).
  PRELIMINARY BOMBARDMENT
  Once both sides have been set up,
  the Attacker launches a Preliminary
  Bombardment (pg 24).
  SUSTAINED ASSAULT
  Returning units from the Attacker’s
  army return from the short
  battlefield edge at the back of the
  Attacker’s deployment zone.
  DAWN RAID
  This battle uses the Dawn Raid rules
  found on page 24.
  FIRST TURN
  The Defender has the first turn.
  BATTLE LENGTH
  The players should use the Random
  Battle Length rules to determine how
  long the battle lasts.
  VICTORY CONDITIONS
  At the end of the game, if a player
  controls more objective markers
  than their opponent, that player is
  the winner. If no player controls
  more objective markers than their
  opponent, the game is a draw.
  Attacker’s
  Deployment Zone
  Defender’s
  Deployment Zone
  18"
  12"
  12"
  12"
  3"
  3"
  3"
  MISSION:
  12"
  
  Spearhead Stratagems
  31
  SPEARHEAD STRATAGEMS
  If your army is Battle-forged, you can use Command Points (CPs) to use the following
  Stratagems in Spearhead games. Please note that the Adeptus Astartes Spearhead Stratagem can
  be used if you have any Space Marines, Blood Angels, Dark Angels, Space Wolves, Grey Knights
  or Deathwatch Detachments in your army. TheHeretic Astartes Spearhead Stratagem can be
  used if you have any Chaos Space Marines, Death Guard or ThousandSons Detachments in
  your army.
  GODHAMMER LASCANNONS
  Adeptus Astartes Spearhead Stratagem
  The mighty armaments of the Land Raider are
  rightly feared by its foes for their unbridled
  destructive potential.
  Use this Stratagem when you select an ADEPTUS
  ASTARTES LAND RAIDER unit from your army to
  shoot. You can re-roll wound rolls for attacks made
  using this unit’s twin lascannons that target an enemy
  VEHICLE model until the end of that turn.
  CHORAL GUIDANCE
  Adepta Sororitas Spearhead Stratagem
  The machine spirits within the weapons systems of
  Sororitas vehicles are awakened by the sounds of
  the faithful.
  Use this Stratagem when you pick an ADEPTA
  SORORITAS VEHICLE model to shoot that has at least
  two other friendly ADEPTA SORORITAS VEHICLE
  units within 6" of it. Re-roll hit rolls of 1 for attacks
  made by this unit until the end of that phase.
  PERCUSSIVE BLAST
  Astra Militarum Spearhead Stratagem
  A battle cannon shell strikes armour like a
  mighty hammer, leaving ears ringing and crew
  momentarily stunned.
  Use this Stratagem when an enemy VEHICLE model
  suffers any wounds as a result of an attack made
  using a battle cannon by a LEMAN RUSS model from
  your army. Halve the Move characteristic of that
  enemy model until the end of your opponent’s next
  Movement phase.
  MINED APPROACHES
  Genestealer Cult Spearhead Stratagem
  Experts in disrupting enemy movements, the cult
  often seed approaches to their ambush site with
  hidden explosives.
  Use this Stratagem when an enemy VEHICLE model
  finishes a move within 10" of a GENESTEALER
  CULT unit from your army, or an Ambush Marker.
  Roll one D6; on a 2+ that enemy vehicle suffers D3
  mortal wounds.
  THE LIONS POUNCE
  Adeptus Custodes Spearhead Stratagem
  Even the Emperor’s praetorians must react with all
  swiftness to the threat posed by enemy armour.
  Use this Stratagem when you declare a charge with
  an ADEPTUS CUSTODES unit from your army that
  targets only VEHICLE models. Add 2 to the charge roll
  for that unit.
  OBLITERATING FIRE
  Imperial Knights Spearhead Stratagem
  The Nobles of the Knight houses know well that
  overwhelming firepower can defeat even the
  strongest armour.
  Use this Stratagem when you select one enemy
  VEHICLE model as the target of all the ranged
  weapons fired by a QUESTORIS CLASS model from
  your army. Re-roll wound rolls of 1 for attacks made
  by this Questoris Class model that target the selected
  enemy vehicle until the end of that phase.
  2CP
  1CP
  1CP
  1CP
  1CP
  1CP
  
  2CP
  2CP
  2CP
  1CP
  32
  CRUSHING TREAD
  Chaos Knights Spearhead Stratagem
  The cruel pilots of corrupted knight suits love nothing
  more than using their vast clawed feet to crush their
  foes to dust.
  Use this Stratagem when you select a CHAOS KNIGHTS
  model to Fight. You can re-roll the damage roll for
  attacks made using this model’s titanic feet until the end
  of that phase.
  COMPOSITE ACCELERATORS
  T’au Empire Spearhead Stratagem
  Utilising experimental linear accelerators, this gunship
  is able to fire a series of railgun munitions in the blink
  of an eye.
  Use this Stratagem when you pick a HAMMERHEAD
  GUNSHIP model armed with a railgun to shoot. Until
  the end of that phase, change the Type characteristic
  of this weapon’s Solid Shot profile to Heavy 3.
  CORRUPTING TOUCH
  Chaos Daemons Spearhead Stratagem
  Even the touch of the daemonic has an entropic effect.
  Use this Stratagem when you pick a CHAOS
  DAEMONS unit to attack in the Fight phase. Until
  the end of that phase, when resolving an attack made
  by this unit against a VEHICLE model, a wound roll
  of 6+ inflicts 1 mortal wound, in addition to any
  other damage.
  BLASTS OF DARK ENERGY
  Drukhari Spearhead Stratagem
  When the dark energy of the Drukhari is focused
  on a single target, the effects are spectacular.
  Use this Stratagem when a RAVAGER model from
  your army selects one enemy VEHICLE model as
  the target of all of its ranged weapons. Add 1 to
  wound rolls for attacks made by this RAVAGER
  model until the end of that phase.
  
  2CP
  1CP
  1CP
  1CP
  1CP
  2CP
  33
  HAYWIRE STRIKE
  Harlequins Spearhead Stratagem
  A carefully placed blast of haywire energy can disable,
  or even cripple, an enemy war machine in an instant.
  Use this Stratagem when you pick a HARLEQUINS
  unit armed with haywire cannons to shoot. Until the
  end of that phase, add 1 to wound rolls for attacks
  made using haywire cannons by this unit.
  GUIDED BY ASURYAN
  Craftworlds Spearhead Stratagem
  Expert Fire Prism gunners are able to make pin
  point armour-breaking strikes against even fast
  moving targets.
  Use this Stratagem in your Shooting phase when you
  choose a FIRE PRISM model to shoot with. Until the
  end of the phase, when resolving an attack made with
  a prism cannon’s lance profile by that model, you can
  re-roll the hit roll.
  BROADCAST TARGETING DATA
  Adeptus Mechanicus Spearhead Stratagem
  Precise targeting data is paramount in war.
  Use this Stratagem at the start of your Shooting phase.
  Select one <FORGE WORLD> model from your army
  that has a broad spectrum data-tether. Until the end of
  the phase, when resolving an attack made by a friendly
  <FORGE WORLD> model whilst its unit is within 6” of
  the selected model that targets a VEHICLE unit, re-roll
  a hit roll of 1.
  CRIPPLING STRIKES
  Heretic Astartes Spearhead Stratagem
  The followers of the dark gods will often cripple an
  enemy vehicle piece by piece to draw out the kill.
  Use this Stratagem at the end of your Shooting phase.
  Select one enemy VEHICLE model that suffered four
  or more wounds as a result of attacks made by any
  HERETIC ASTARTES VEHICLE models from your
  army. Subtract 1 from hit rolls made for that enemy
  vehicle until the start of your next turn.
  REACTIVE SHIELDING
  Necrons Spearhead Stratagem
  Should the Necrontyr be familiar with their foes’
  weaponry, it is possible to minutely tune their quantum
  shielding to better defend against these attacks.
  Use this Stratagem before rolling the D6 for the
  Quantum Shielding ability. You can roll one
  additional D6 and select which result is used for
  this attack.
  HUNTER ORGANISMS
  Tyranids Spearhead Stratagem
  Evolved to combat armoured vehicles, these small but
  vicious creatures enter through vents, or breaks in
  armour plate, to tear crew members and vehicle systems
  to shreds.
  Use this Stratagem after deployment is complete,
  but before the first battle round. Select one enemy
  VEHICLE unit that is on the battlefield and visible to
  a SYNAPSE unit from your army. Roll one D6 at the
  start of each battle round. On a 6, that VEHICLE unit
  suffers D6 mortal wounds. An enemy unit can only be
  selected by this Stratagem once.
  
SOURCE: textdata/thevault/Warhammer/40k/1st-8th Editions (Prior)/8th Edition (2017)/0) Rule Book & Chapter Approved/40K 8E - Spearhead - Rules.pdf