Warhammer 40,000/10th Edition Tactics: Difference between revisions
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This is the current [[Warhammer_40,000_10th_Edition|10th Edition]]'s General tactics. [[Warhammer_40,000/9th Edition Tactics|9th Edition Tactics are here]]. | This is the current [[Warhammer_40,000_10th_Edition|10th Edition]]'s General tactics. [[Warhammer_40,000/9th Edition Tactics|9th Edition Tactics are here]]. | ||
== Core Stratagems == | |||
*'''Rapid Ingress (1 CP):''' Lets you immediately set up a unit from reserves in response to your enemy moving anywhere. | |||
== USRs == | == USRs == |
Revision as of 23:24, 3 May 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. 9th Edition Tactics are here.
Core Stratagems
- Rapid Ingress (1 CP): Lets you immediately set up a unit from reserves in response to your enemy moving anywhere.
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 and especially your trukks 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.
- Lone Operative: Presumably what allows certain heroes from being sniped out if they can't take bodyguards.
- 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?
- Scouts X": Yet another rule that got too many variants. Lets a unit move X" before the game begins.
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.
- Pistol: Presumably allows pistols to shoot while in engagement range.
- 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 wound. Even better, this can now be applied to melee weapons in cases where the model is dual-wielding!
<tabs>
<tab name="10th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
</tab>
<tab name="9th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
</tab>
<tab name="8th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="7th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="6th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="All">
General Tactics |
|
---|---|
Imperium (8th) |
|
Chaos | |
Eldar |
|
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
</tabs>