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Warhammer 40,000/10th Edition Tactics
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=== 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.
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