Warhammer 40,000/10th Edition Tactics: Difference between revisions

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*'''Melta X''': Meltaguns and other Melta-adjacent weapons always worked better at half-range anyways. This adds +X to the gun's damage if you fire it within half their listed range.
*'''Melta X''': Meltaguns and other Melta-adjacent weapons always worked better at half-range anyways. This adds +X to the gun's damage if you fire it within half their listed range.
*'''One Shot''': Single-use weapons.
*'''One Shot''': Single-use weapons.
*'''Lethal Hits''': Any natural 6s to hit automatically wound. It's yet to be seen if this can potentially trigger anything like ''Devastating Wounds''.
*'''Precision''': Probably Precision Shots/Hits, might allow a unit to ignore the typical wall of bodies to pick out a single model to hit. Or the old Sniper rule.
*'''Precision''': Probably Precision Shots/Hits, might allow a unit to ignore the typical wall of bodies to pick out a single model to hit. Or the old Sniper rule.
*'''Rapid Fire X''': A mix between how last edition did it and the Orks' Dakka weapons. If this gun is fired at half-range, they now add +X extra attacks.
*'''Rapid Fire X''': A mix between how last edition did it and the Orks' Dakka weapons. If this gun is fired at half-range, they now add +X extra attacks.

Revision as of 12:00, 29 April 2023

This page is meant to index pages for the Warhammer 40,000 tactics dumps, and also acts as a repository for more general 40k tactics.

This is the current 10th Edition's General tactics. 10th Edition Tactics are here.

USRs

After spending two entire editions trying to negate them, GW finally decided to reintroduce Universal Special Rules once more.

  • Deadly Demise X: New name for the various rules for Vehicles exploding and thus on tanks and some monsters, if this unit dies, it deals X hits to nearby enemies.
  • Deep Strike: After spending all of 8E and 9E trying to reword it in a million fancy rules, they're now back to where they started.
  • Firing Deck X: Despite 8th Edition mostly doing away with it, firing ports are back. Some transports let you have X models inside inside it fire a gun at an enemy within range, so it once again means your chimeras can do a lot more now.
  • Invulnerable Save X+: This is still kicking around, but now the datacard makes it more obvious with a big shield.
  • Feel No Pain X+: Another rule that didn't need a hundred different rewordings. It's another save you can take after getting wounded, just like the Emperor intended.
    • As the Terminator Librarian shows, this will also be how you're able to resist psychic powers.
  • Leader: Pretty much explains which characters can attach themselves to units.
  • Psychic: With the psychic phase gone, this is your only way to indicate what weapons and rules are psychic powers (which also means that it applies to Force Weapons again).
    • Since these powers are on the card and not anywhere else, is it possible that psychic tests are back to being Leadership tests instead of being mere 2d6 rolls against a power's TN?

Weapon USRs

  • Assault: Like last edition, Assault Weapons can be fired after advancing. Unlike last edition, doing so no longer inflicts any penalties to hit.
  • Anti-KEYWORD X+: Any hits against a unit with the mentioned KEYWORD tag that roll an X+ to wound count as having rolled a natural 6.
  • Blast: Might be unchanged from last edition.
  • Devastating Wounds: Rolling a natural 6 to wound makes any damage the attack deals mortal wounds.
  • Hazardous: Might well be the way Gets Hot! will be reworded.
  • Heavy: No longer restricted to just heavy weapons, as even the basic Bolt Rifle has this. Weapons with this rule can be fired on the move, but they add +1 to BS if the model hasn't moved before shooting.
  • Ignores Cover: If you need to ask what this does, it ignores the rock you've been living under for the last eight editions.
  • Melta X: Meltaguns and other Melta-adjacent weapons always worked better at half-range anyways. This adds +X to the gun's damage if you fire it within half their listed range.
  • One Shot: Single-use weapons.
  • Lethal Hits: Any natural 6s to hit automatically wound. It's yet to be seen if this can potentially trigger anything like Devastating Wounds.
  • Precision: Probably Precision Shots/Hits, might allow a unit to ignore the typical wall of bodies to pick out a single model to hit. Or the old Sniper rule.
  • Rapid Fire X: A mix between how last edition did it and the Orks' Dakka weapons. If this gun is fired at half-range, they now add +X extra attacks.
  • Sustained Hits X: Rolling a natural 6 to hit deals +X additional hits.
  • Torrent: Given to spray weapons like the Pyreblaster. Might just be their auto-hit rule, but their BS is also listed as N/A so it may be something else like the old Torrent rule (especially with how Primaris weapons tend to get better range).
  • Twin-Linked: Back from the dead, this lets you re-roll to hit. Even better, this can now be applied to melee weapons in cases where the model is dual-wielding!


<tabs> <tab name="10th">

Warhammer 40,000 Tactics Articles (10th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

</tab>

<tab name="9th">

Warhammer 40,000 Tactics Articles (9th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids
Votann

</tab>

<tab name="8th">

Warhammer 40,000 Tactics Articles (8th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="7th">

Warhammer 40,000 Tactics Articles (7th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="6th">

Warhammer 40,000 Tactics Articles (6th Edition)
General Tactics
Imperium
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

<tab name="All">

Warhammer 40,000 Tactics Articles (All)
General Tactics
Imperium (8th)
Chaos
Eldar
Necrons
Orks
Tau
Tyranids

</tab>

</tabs>