Editing
Warhammer 40,000/10th Edition Tactics
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== USRs == After spending two entire editions trying to negate them, GW finally decided to reintroduce Universal Special Rules once more. Alongside these rules is also the introduction of "Critical Hits" and "Critical Wounds", which pretty much stand for rolling unmodified 6s for hits and wounds respectively. Certain keywords are commonly referenced in the core rulebook, turning them into USRs in their own right: *{{W40Kkeyword|aircraft}}: Can't charge, and significantly different Movement: can't Remain Stationary, Advance, or Fall Back, and can make a Normal Move while engaged. Normal Moves must consist of at least 20" of movement in a straight line with no upper limit, followed by an optional pivot of up to 90 degrees; if any part of this movement would cross a table edge, the model leaves the table and enters Strategic Reserves. Furthermore, whenever it enters Strategic Reserves, it will always arrive "in your next turn", apparently allowing (and forcing) them to violate the normal restriction against this on your first turn. Note that all models with this keyword also have {{W40Kkeyword|fly}} and {{W40Kkeyword|monster}}/{{W40Kkeyword|vehicle}} in practice. *{{W40Kkeyword|fly}}: you can move over enemy models (including their engagement ranges, and you can do so during a Fall Back move without needing a Desperate Escape test) and measure movement in straight lines, rather than sticking to the tabletop. The current rules for this contradict the rules for {{W40Kkeyword|monster}}s/{{W40Kkeyword|vehicle}}s, but it [[skub|seems clear]] that the rules for this keyword are intended to beat the other, so a {{W40Kkeyword|fly monster}}/{{W40Kkeyword|vehicle}} can move over friendly {{W40Kkeyword|monster}}s/{{W40Kkeyword|vehicle}}s. *{{W40Kkeyword|monster}}/{{W40Kkeyword|vehicle}}: Can't move over friendly {{W40Kkeyword|monster}}s/{{W40Kkeyword|vehicle}}s. Can shoot or be shot while Engaged, with a -1 penalty to the hit roll unless the weapon as {{W40Kkeyword|pistol}}. *{{W40Kkeyword|titanic}}: Can Fall Back through enemy models without needing to make Desperate Escape tests. *'''Deadly Demise X''': New name for the various rules for Vehicles exploding and thus on tanks and some monsters. If this unit dies, roll 1d6; on a 6, it deals X mortal wounds to every unit within 6". *'''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. The reserves these units hide in are the same as the strategic reserves, with a cap of 250/500/750 depending on the game's size. Units that deep strike can be set up at least 9" from an enemy. *'''Fights First''':...um, duh. This unit always fights before an enemy unless they also have this same rule. **If the subfactions are getting trimmed as much as we fear they are, we might be seeing this rule as much as we used to. *'''Firing Deck X''': Despite 8th Edition mostly doing away with it, firing ports are back. Some transports let you have X models inside it hand their gun to the transport to fire, so it once again means your chimeras and especially your trukks can do a lot more now. *'''Hover''': Certain {{W40Kkeyword|aircraft}} can choose to deploy in Hover mode, giving up the keyword (with all of its benefits and drawbacks) in exchange for having a fixed M of 20" and the ability to start on the table. *'''Infiltrators''': This unit can be set up anywhere on the board at least 9" away from the enemy DZ and from any enemies. *'''Invulnerable Save X+''': This is still kicking around, but now the datacard makes it more obvious with a big shield instead of just a line in the rules. *'''Feel No Pain X+''': Another rule that didn't need a hundred different rewordings. It's another "save" you can take after getting damaged, but you have to save against each point of damage individually, just like the Emperor intended. Note that despite working like a save, it ''isn't'' one, so abilities that interact with saves, like Mortal Wounds being Mortal or a rule that lets you re-roll saves, won't apply. **This can be limited based on what inflicted the damage, e.g. only against mortal wounds or only against psychic attacks. *'''Leader''': Pretty much explains which characters can attach themselves to units. Unlike prior editions, each character will only have an explicit list of units which they can attach themselves to. Any attacks against this squad will be resolved using the attached unit's stats over the leader's. *'''Lone Operative:''' Prevents certain heroes from being shot at unless they're within at least 12" of the shooter. *'''Psychic''': With the psychic phase gone, this is your only way to indicate what weapons and rules are psychic powers, meaning that it applies to Force Weapons again. However, it no longer really does anything than indicate that a certain weapon or ability is psychic in nature, in case you have something that can ignore it like a Sister of Silence. *'''Scouts X"''': Yet another rule that got too many variants. Lets a unit move X" after deploying but before the game begins. *'''Stealth''': Enemies shooting at this unit suffer -1 to hit. Not quite cover, but it can still stack. One of the few rules that requires all models in a unit to have it. === Weapon USRs === *'''Blast''': You get +1 attack for every 5 models in the target unit. For instance, shooting a 10-man strong unit with a blast weapon which has natively D3 attacks will net you D3+2 attacks. However, this can't be used when in engagement range, even on a tank or a monster, and it ignores cases where multiple "bodies" share one model, like an Imperial Guard Heavy Weapons Team. **While vehicles can fire any guns while engaged, weapons with this rule are the sole exception. *'''Extra Attacks''': Lets you use an additional weapon after fighting in melee. Likely to be saved for any special melee pairs, like whatever the greater daemons use or a Succubus's shardnet+impaler. *'''Hazardous''': The new edition of Gets Hot!, but even more dangerous since it also incorporates Perils of the Warp. After a unit finishes attacking, roll 1d6 per Hazardous weapon used; a 1 kills a model armed with a Hazardous weapon, though {{W40kKeyword|Character}}, {{W40kKeyword|Vehicle}}, and {{W40kKeyword|Monster}} models just suffer 3 Mortal Wounds. Note that unlike in every previous edition, this does not scale with shots per weapon. *'''Ignores Cover''': If you need to ask what this does, it ignores the rock you've been living under for the last nine editions. *'''Indirect Fire''': Your mortar and artillery rules. Lets you shoot at non-visible units at a -1 to hit, and the target receives cover (though it will often be paired with the Ignores Cover rule). *'''One Shot''': Single-use weapons. Once it's used, it's done. *'''Precision''': Better known as Sniper or Precision Shots/Hits, allows a successful wound to ignore the typical wall of bodies to pick out a single {{W40kKeyword|character}} model in any Attached unit to hit (i.e. having at least 1 Leader is required, but any character model can be chosen, including one from the Bodyguard unit). Requires you to wound, but does not require a specific wound roll. *'''Torrent''': Given to spray weapons like the Flamer, granting them their auto-hit properties. ==== Based on Movement ==== *'''Assault''': Like last edition, Assault Weapons can be fired after advancing. Unlike last edition, doing so no longer inflicts any penalties to hit. *'''Heavy''': Weapons with this rule can be fired on the move, but they add +1 to hit if the model hasn't moved before shooting/fighting. Does absolutely nothing when combined with '''Torrent'''. *'''Lance''': Here meaning actual lances, not something like a Brightlance. If this unit charges, they gain +1 to wound. Poor synergy with ''Lethal Hits''. ==== Based on Range ==== *'''Melta X''': Meltaguns and other Melta-adjacent weapons always worked better at half-range anyway. This adds +X to the gun's damage if you fire it within half its listed range. *'''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 instead of automatically doubling the number of attacks it makes. *'''Pistol''': Allows pistols to shoot while in engagement range. However, they can't be shot alongside any other non-pistol guns unless you're using a {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}}. ==== Based on Hit Roll ==== *'''Conversion:''' Remember how Conversion Beamers were actually better the further away they were from the target? This makes any unmodified successful hit rolls of 4+ on a target over 12" away count as a critical hit, i.e. they will succeed automatically even if a negative modifier would otherwise stop them, in addition to triggering other Critical Hit USRs you have, if any. This is based on both your hit roll ''and'' range, but is listed here because of its incompatibility with ''Torrent''. *'''Lethal Hits''': Any critical hits automatically wound, and hence can't critically wound to trigger anything like ''Devastating Wounds''. *'''Sustained Hits X''': Rolling a critical hit deals +X additional hits. Seems stuck on very rapid-fire weapons like Shuriken Cannons and Heavy Bolters. ==== Based on Wound Roll ==== *'''Anti-{{W40kKeyword|KEYWORD}} X+''': Any attacks against a unit with the mentioned {{W40kKeyword|KEYWORD}} that roll an X+ to wound count as being critical wounds. *'''Devastating Wounds''': Rolling critical wounds makes any damage the attack deals mortal wounds. Can give otherwise outgunned squads the ability to threaten tanks, demons, dodgy space elves, etc. *'''Twin-Linked''': Back from the dead, this lets you re-roll to wound. Even better, this can now be applied to melee weapons in some cases where the model is dual-wielding, like Lightning Claws. === Unnamed === Like in the past two editions, there are rules many armies copy and for no discernible reason, GW refuses to accomplish this via USRs. The following rules can be found across many units and factions, but they will be named something different every time. *CP Refund X+: Each time you target this (model's) unit with a Stratagem, roll 1d6; on an X+, you gain 1 CP. *Free use of X Stratagem: Unit may use x stratagem for 0 CP. In addition, This use don't count against once per phase limited each Stratagem has. **Stronger version allows for any for 0 CP. *Objective Dice: At the end of your Control Phase, for every objective you control with at least 1 unit with this rule, roll a die and add it to your army's dice pool. Found on armies that have dice pools as their mechanic (Eldar and Sisters of Battle). **Objective CP X+: The same rule for armies that don't have dice pools; the rolled die will gain you 1 CP on an X+, subject to the usual maximum of 1. *Objective-linked X: When this model makes a X attack, re-roll a wound roll of 1; if the unit being attacked is within range of an objective, re-roll wound rolls. X is melee or ranged. **There is a rare nerfed version of this that only upgrades to full re-rolls if you don't control the objective in question. *Objective Super-secured: If this (model's) unit controls an objective at the end of your Command Phase, it remains under your control until your enemy controls it. **There is a rare improved version of this which also extends the ability to any {{W40Kkeyword|transport}} carrying the unit. *Deep Strike Closer: Deep strike but can choose to set up within 3" horizontally away from all enemies but can't charge that turn. **obviously Good on the rare hypothetically combo with ridiculous short-range pistoles, but will see more use getting around normal deep strike denial tactics. *'''Extra tough:''' when targeted by an attack with strength greater than the model's toughness, -1 to the wound roll.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information