UNIVERSAL SPECIAL RULES - USR Reference: Difference between revisions
Created page with " = USR Reference = == Acute Senses == {| class="wikitable" |These warriors have superhuman senses, able to track a foe through all manner of terrain – such skills are invaluable when setting up an ambush. |} If a unit contains at least one model with this special rule, and that unit arrives on a random table edge (due to Outflank, or other special rules), then you can re-roll to see which table edge they arrive from. ---- == Adamantium Will == {| class="wikitable" |S..." |
|||
| (6 intermediate revisions by the same user not shown) | |||
| Line 1: | Line 1: | ||
= USR Reference = | = USR Reference = | ||
== Adamantium Will == | == Adamantium Will == | ||
| Line 20: | Line 13: | ||
|Some warriors refuse to surrender, fighting on whatever the odds. | |Some warriors refuse to surrender, fighting on whatever the odds. | ||
|} | |} | ||
A unit that contains at least one model with this special rule automatically passes Fear and Regroup tests. When any LD test is taken for this unit, you can re-roll any of the dice results. | A unit that contains at least one model with this special rule automatically passes Fear and Regroup tests. When any LD or Morale test is taken for this unit, you can re-roll any of the dice results. | ||
---- | ---- | ||
| Line 27: | Line 20: | ||
|This vehicle is specifically designed to disgorge troops into the thick of the fray. | |This vehicle is specifically designed to disgorge troops into the thick of the fray. | ||
|} | |} | ||
Passengers disembarking from Access Points on a vehicle | Passengers disembarking from Access Points on a vehicle can disembark even after the vehicle has moved. This includes arriving from reserves or Deep Strike. | ||
---- | |||
== Assault == | |||
{| class="wikitable" | |||
|Assault weapons are found amongst those throwing themselves into the fray, hurling a volley of weapon fire as they charge. | |||
|} | |||
Assault weapons can be fired even after advancing, but suffer a -1 penalty to hit when firing these weapons. | |||
---- | ---- | ||
| Line 34: | Line 34: | ||
|This weapon has been crafted with one aim in mind: to pierce the hides of armoured vehicles. | |This weapon has been crafted with one aim in mind: to pierce the hides of armoured vehicles. | ||
|} | |} | ||
If a model has this special rule, or is attacking with a | If a model has this special rule, or is attacking with a weapon that has this special rule, it rerolls armour penetration rolls. | ||
---- | ---- | ||
| Line 54: | Line 52: | ||
|} | |} | ||
=== Multiple Barrages === | ==== Multiple Barrages ==== | ||
If a unit fires more than one shot with the Barrage special rule, they fire together, as follows: | If a unit fires more than one shot with the Barrage special rule, they fire together, as follows: | ||
| Line 62: | Line 60: | ||
* Once all of the markers are in place, add up the number of hits and roll To Wound for these hits. To determine Wound allocation and cover saves, always assume the shot is coming from the centre of the first blast marker that was placed in the Multiple Barrage. | * Once all of the markers are in place, add up the number of hits and roll To Wound for these hits. To determine Wound allocation and cover saves, always assume the shot is coming from the centre of the first blast marker that was placed in the Multiple Barrage. | ||
=== Apocalyptic Barrage === | ==== Apocalyptic Barrage ==== | ||
An Apocalyptic Barrage follows all of the rules for a Barrage weapon, but uses the clover-shaped apocalyptic barrage marker. Before the marker is placed, the attacker is allowed to rotate the marker about its centre to maximise the number of models that could potentially be hit. Place the marker and roll for scatter in the same way you would for a Blast. If the marker scatters, be careful to maintain the same orientation as you move it. | An Apocalyptic Barrage follows all of the rules for a Barrage weapon, but uses the clover-shaped apocalyptic barrage marker. Before the marker is placed, the attacker is allowed to rotate the marker about its centre to maximise the number of models that could potentially be hit. Place the marker and roll for scatter in the same way you would for a Blast. If the marker scatters, be careful to maintain the same orientation as you move it. | ||
| Line 77: | Line 75: | ||
|Blast weapons fire shells, missiles or packets of energy that explode on impact. | |Blast weapons fire shells, missiles or packets of energy that explode on impact. | ||
|} | |} | ||
When firing a Blast weapon, models do not roll To Hit. Instead, just pick one enemy model visible to the firer and place the 3" blast marker | When firing a Blast weapon, models do not roll To Hit. Instead, just pick one enemy model visible to the firer and place the 3" blast marker over that model. The hole at the centre of the marker must be within the weapon’s maximum range. | ||
The large area affected by the blast means it’s going to be very hard to miss completely. Nonetheless, the shot might not land exactly where intended. Roll for the blast marker to scatter and subtract the firer’s Ballistic Skill from the distance (if any) that it scatters, to a minimum of 0". Note that it is possible, and absolutely fine, for a shot to scatter beyond the weapon’s maximum or minimum range and line of sight | The large area affected by the blast means it’s going to be very hard to miss completely. Nonetheless, the shot might not land exactly where intended. Roll for the blast marker to scatter and subtract the firer’s Ballistic Skill from the distance (if any) that it scatters, to a minimum of 0". Note that it is possible, and absolutely fine, for a shot to scatter beyond the weapon’s maximum or minimum range and line of sight. In these cases, hits are worked out as normal and can hit and wound units out of range and line of sight (or even your own units, or models locked in combat). If the shot scatters so that the hole in the centre of the marker is beyond the table’s edge, the shot is a complete miss and is discarded. | ||
Once the final position of the blast marker has been determined, take a good look at it from above – each unit suffers one hit for each of their models which is fully or partially beneath the blast marker, even if those models are not within the firer’s line of sight. | Once the final position of the blast marker has been determined, take a good look at it from above – each unit suffers one hit for each of their models which is fully or partially beneath the blast marker, even if those models are not within the firer’s line of sight. | ||
| Line 85: | Line 83: | ||
Once the number of hits inflicted on the unit has been worked out, roll To Wound and save as normal. Remember that any Wounds inflicted by weapons with the Blast special rule must be allocated to the closest model in the target unit even if it is out of sight of any models from the attacking unit. | Once the number of hits inflicted on the unit has been worked out, roll To Wound and save as normal. Remember that any Wounds inflicted by weapons with the Blast special rule must be allocated to the closest model in the target unit even if it is out of sight of any models from the attacking unit. | ||
=== Multiple Blasts === | ==== Multiple Blasts ==== | ||
{| class="wikitable" | {| class="wikitable" | ||
|'''Blasts & Scatter''' | |'''Blasts & Scatter''' | ||
| Line 93: | Line 91: | ||
If a unit is firing more than one shot with the Blast special rule, scatter each shot, one at a time, as described above and determine how many hits are scored with each individual blast marker. After the last shot, add up the total number of hits scored and roll all of the To Wound rolls as normal. | If a unit is firing more than one shot with the Blast special rule, scatter each shot, one at a time, as described above and determine how many hits are scored with each individual blast marker. After the last shot, add up the total number of hits scored and roll all of the To Wound rolls as normal. | ||
=== Blast Weapons and Re-rolls === | ==== Blast Weapons and Re-rolls ==== | ||
If a model has the ability to re-roll its rolls To Hit and chooses to do so after firing a Blast weapon, the player must re-roll both the scatter dice and the 2D6. | If a model has the ability to re-roll its rolls To Hit and chooses to do so after firing a Blast weapon, the player must re-roll both the scatter dice and the 2D6. | ||
=== Blast Weapons and Snap Shots === | ==== Blast Weapons and Snap Shots ==== | ||
Blast weapons cannot be fired as Snap Shots. | Blast weapons cannot be fired as Snap Shots. | ||
=== Large Blast === | ==== Large Blast ==== | ||
Large Blast weapons use the 5" blast marker, but otherwise obey all the rules for Blast weapons. | Large Blast weapons use the 5" blast marker, but otherwise obey all the rules for Blast weapons. | ||
=== Massive Blast === | ==== Massive Blast ==== | ||
Massive Blast weapons use the 7" blast marker, but otherwise obey all the rules for Blast weapons. | Massive Blast weapons use the 7" blast marker, but otherwise obey all the rules for Blast weapons. | ||
=== Apocalyptic Blast === | ==== Apocalyptic Blast ==== | ||
Apocalyptic Blast weapons use the 10" blast marker, but otherwise obey all the rules for Blast weapons. | Apocalyptic Blast weapons use the 10" blast marker, but otherwise obey all the rules for Blast weapons. | ||
---- | ---- | ||
| Line 146: | Line 112: | ||
|This attack looses a brilliant flare of light, searing the sight of the victim and forcing him to fight blind for a few moments. | |This attack looses a brilliant flare of light, searing the sight of the victim and forcing him to fight blind for a few moments. | ||
|} | |} | ||
Any unit hit by one or more models or weapons with this special rule | Any unit hit by one or more models or weapons with this special rule suffer a -1 penalty to hit rolls until the end of their next turn. Should the attacking unit hit themselves, we assume they are prepared and they automatically pass the test. Any model that does not have an Initiative characteristic (for example, non-Walker vehicles, buildings etc.) is unaffected by this special rule. | ||
---- | ---- | ||
| Line 166: | Line 132: | ||
Bulky models count as two models for the purposes of Transport Capacity. | Bulky models count as two models for the purposes of Transport Capacity. | ||
=== Very Bulky === | ==== Very Bulky ==== | ||
Very Bulky models instead count as three models. | Very Bulky models instead count as three models. | ||
=== Extremely Bulky === | ==== Extremely Bulky ==== | ||
Extremely Bulky models instead count as five models. | Extremely Bulky models instead count as five models. | ||
---- | ---- | ||
| Line 177: | Line 143: | ||
|Some weapons are designed to leave any foe that manages to survives their strike disoriented and easy to slay. | |Some weapons are designed to leave any foe that manages to survives their strike disoriented and easy to slay. | ||
|} | |} | ||
A model that suffers one or more unsaved Wounds from a weapon with this special rule is reduced to Initiative 1 until the end of the following | A model that suffers one or more unsaved Wounds from a weapon with this special rule is reduced to Initiative 1 until the end of the following Fight phase. | ||
---- | ---- | ||
| Line 193: | Line 159: | ||
|Bolstered by ultimate faith in his goal, the crusader is tireless, sweeping from one foe to the next in a battle that never ends. | |Bolstered by ultimate faith in his goal, the crusader is tireless, sweeping from one foe to the next in a battle that never ends. | ||
|} | |} | ||
A unit that contains at least one model with this special rule rolls | A unit that contains at least one model with this special rule can reroll Advance rolls. In addition, a unit that contains at least one model with this special rule adds D3 to its Sweeping Advance totals (roll each time). | ||
---- | ---- | ||
| Line 209: | Line 175: | ||
In order for a unit to be able to Deep Strike, all models in the unit must have the Deep Strike special rule and the unit must start the game in Reserve. When placing the unit in Reserve, you must tell your opponent that it will be arriving by Deep Strike (sometimes called Deep Strike Reserve). Some units must arrive by Deep Strike. They always begin the game in Reserve and always arrive by Deep Strike. | In order for a unit to be able to Deep Strike, all models in the unit must have the Deep Strike special rule and the unit must start the game in Reserve. When placing the unit in Reserve, you must tell your opponent that it will be arriving by Deep Strike (sometimes called Deep Strike Reserve). Some units must arrive by Deep Strike. They always begin the game in Reserve and always arrive by Deep Strike. | ||
=== Arriving by Deep Strike === | ==== Arriving by Deep Strike ==== | ||
Roll for the arrival of all Deep Striking units as specified in the rules for Reserves and then deploy them as follows: | Roll for the arrival of all Deep Striking units as specified in the rules for Reserves and then deploy them as follows: | ||
| Line 222: | Line 188: | ||
In that turn’s Shooting phase, these units can fire (or Run) as normal, and count as having moved in the previous Movement phase. Vehicles, except for Walkers, count as having moved at Combat Speed (even Immobilised vehicles). This can affect the number of weapons they can fire with their full Ballistic Skill. | In that turn’s Shooting phase, these units can fire (or Run) as normal, and count as having moved in the previous Movement phase. Vehicles, except for Walkers, count as having moved at Combat Speed (even Immobilised vehicles). This can affect the number of weapons they can fire with their full Ballistic Skill. | ||
In that turn’s | In that turn’s Charge phase, these units can charge. This also applies to units that have disembarked from Transports that arrived by Deep Strike that turn. | ||
=== Deep Strike and Transports === | ==== Deep Strike and Transports ==== | ||
Units do not confer the Deep Strike special rule onto a Transport vehicle they are embarked inside. A Transport vehicle with Deep Strike may Deep Strike regardless of whether its passengers have Deep Strike or not. | Units do not confer the Deep Strike special rule onto a Transport vehicle they are embarked inside. A Transport vehicle with Deep Strike may Deep Strike regardless of whether its passengers have Deep Strike or not. | ||
=== Deep Strike Mishaps === | ==== Deep Strike Mishaps ==== | ||
Deep Striking onto a crowded battlefield can be dangerous, as one may miss the intended objective or even materialise inside solid rock! If any of the models in a Deep Striking unit cannot be deployed, because at least one model would land partially or fully off the table, in impassable terrain, on top of a friendly model, or on top of or within 1" of an enemy model, something has gone wrong. The controlling player must roll on the Deep Strike Mishap table (below) and apply the results. If the unfortunate unit is also a Transport, the Deep Strike Mishap result applies to both the unit and anything embarked within it. | Deep Striking onto a crowded battlefield can be dangerous, as one may miss the intended objective or even materialise inside solid rock! If any of the models in a Deep Striking unit cannot be deployed, because at least one model would land partially or fully off the table, in impassable terrain, on top of a friendly model, or on top of or within 1" of an enemy model, something has gone wrong. The controlling player must roll on the Deep Strike Mishap table (below) and apply the results. If the unfortunate unit is also a Transport, the Deep Strike Mishap result applies to both the unit and anything embarked within it. | ||
{| class="wikitable" | {| class="wikitable" | ||
| Line 284: | Line 250: | ||
---- | ---- | ||
== Devastating Wounds == | |||
{| class="wikitable" | |||
|A weapon with devastating wounds has the opportunity to inflict critical damage to an enemy on the unfortunate end of this weapon. | |||
|} | |||
When a weapon with the devastating wounds keyword rolls a result of a 6 to Wound, no saves are allowed against that wound. Feel No Pains may still be taken against them. | |||
When a weapon with Devastating Wounds rolls against a vehicle, if a 6 is rolled, rolls on the Armor Penetration table instead with an AP amount equal to the value on the weapon. | |||
== Eternal Warrior == | == Eternal Warrior == | ||
{| class="wikitable" | {| class="wikitable" | ||
| Line 295: | Line 268: | ||
|Some beings are so monstrous or alien that they can force their foes to recoil in horror. | |Some beings are so monstrous or alien that they can force their foes to recoil in horror. | ||
|} | |} | ||
At the start of each Fight | At the start of each Fight phase, a unit in base contact with one or more enemy models that cause Fear must take a Leadership test (called a Fear test) before any blows are struck. If the test is passed, all is well and there is no effect. If the test is failed, the unit succumbs to fear – all models in the unit have their Weapon Skill reduced to 1 for the remainder of that Fight sub-phase. Note that a model that causes Fear is not itself immune to Fear, and will still need to take a Fear test if it is base contact with any enemy models that cause Fear. | ||
---- | ---- | ||
| Line 313: | Line 286: | ||
Feel No Pain saves may not be taken against Destroyer attacks or against unsaved Wounds that have the Instant Death special rule. | Feel No Pain saves may not be taken against Destroyer attacks or against unsaved Wounds that have the Instant Death special rule. | ||
Roll a D6 each time an unsaved Wound is suffered | Roll a D6 each time an unsaved Wound is suffered. | ||
If a unit has the Feel No Pain special rule with a number in brackets afterwards – Feel No Pain (6+), for example – then the number in brackets is the D6 result needed to discount the Wound. A model’s Feel No Pain roll can never be improved beyond 2+. | If a unit has the Feel No Pain special rule with a number in brackets afterwards – Feel No Pain (6+), for example – then the number in brackets is the D6 result needed to discount the Wound. A model’s Feel No Pain roll can never be improved beyond 2+. | ||
| Line 322: | Line 295: | ||
|Preternaturally agile, these warriors can cover ground more quickly than their plodding foes. | |Preternaturally agile, these warriors can cover ground more quickly than their plodding foes. | ||
|} | |} | ||
A unit composed entirely of models with this special rule can re-roll one or | A unit composed entirely of models with this special rule can re-roll one or both of the dice for Advance and Charge rolls. | ||
---- | ---- | ||
| Line 342: | Line 315: | ||
Any Psyker that has one or more weapons with this special rule knows the ''Force'' psychic power in addition to any other powers they know: | Any Psyker that has one or more weapons with this special rule knows the ''Force'' psychic power in addition to any other powers they know: | ||
=== Force (psychic power) === | ==== Force (psychic power) ==== | ||
{| class="wikitable" | {| class="wikitable" | ||
|The Psyker channels his powers through the psi-circuitry of his force weapon, transforming it from a mere physical weapon into one that can rend reality. | |The Psyker channels his powers through the psi-circuitry of his force weapon, transforming it from a mere physical weapon into one that can rend reality. | ||
| Line 355: | Line 328: | ||
|Some warriors use the impetus of the charge to fuel their own fury. | |Some warriors use the impetus of the charge to fuel their own fury. | ||
|} | |} | ||
In a turn in which a model with this special rule charges into combat, it adds +1 to its Strength characteristic until the end of the | In a turn in which a model with this special rule charges into combat, it adds +1 to its Strength characteristic until the end of the Fight phase. | ||
---- | ---- | ||
| Line 362: | Line 335: | ||
|Some weapons are fuelled by unstable power sources and risk overheating with each shot – often to the detriment of the wielder. | |Some weapons are fuelled by unstable power sources and risk overheating with each shot – often to the detriment of the wielder. | ||
|} | |} | ||
When firing a weapon that Gets Hot, | When firing a weapon that Gets Hot, you have the option to supercharge the shot, picking one of the following benefits: | ||
* Add +1 to the Strength Characteristic of the Weapon. | |||
* Upgrade the type characteristic of the weapon to have the [BLAST] keyword. If the weapon already had the [Blast] keyword, the weapon is then changed to have the [LARGE BLAST] keyword. | |||
=== Gets Hot and Re-rolls === | When firing a supercharged shot, any unmodified hit rolls of 1 result in an automatic wound to the firing model. No saving throws or Look Out, Sir! attempts may be made when suffering a wound in this way, but [Feel No Pain] rolls may still be made. | ||
==== Gets Hot and Weapons that do not roll To Hit ==== | |||
Weapons that do not roll To Hit (such as Blast weapons) must roll a D6 for each shot immediately before firing. On a 2+, the shot is resolved as normal. For each roll of a 1, the weapon Gets Hot; he firing model immediately suffers a single Wound – this Wound cannot be allocated to any other model in the unit. A vehicle instead suffers a glancing hit, and if the vehicle is at 0HP remaining, treats this wound as having AP2 for the purposes of the Armor Penetration chart. | |||
==== Gets Hot and Re-rolls ==== | |||
If a model has the ability to re-roll its rolls To Hit (including because of BS6+ or the Twin-linked special rule), a Wound is only suffered if the To Hit re-roll is a 1; it may also re-roll Gets Hot results of 1 for weapons that do not roll To Hit. | If a model has the ability to re-roll its rolls To Hit (including because of BS6+ or the Twin-linked special rule), a Wound is only suffered if the To Hit re-roll is a 1; it may also re-roll Gets Hot results of 1 for weapons that do not roll To Hit. | ||
---- | ---- | ||
| Line 382: | Line 360: | ||
|Many warriors hurl themselves headlong into combat, seeking to crush or trample the foe. | |Many warriors hurl themselves headlong into combat, seeking to crush or trample the foe. | ||
|} | |} | ||
If a model with this special rule ends its charge move in base or hull contact with an enemy model, | If a model with this special rule ends its charge move in base or hull contact with an enemy model, roll a dice for each model in engagement range of the enemy unit. On a result of a 3+, the enemy model suffers a S:User AP:- hit. | ||
If a model with this special rule charges a building or vehicle, the hit is resolved against the Armour Value of the facing the charging model is touching. If a model with this special rule charges a building or vehicle that is a Transport or a Chariot, the hit is resolved against the building or vehicle, not the occupants or the rider. | If a model with this special rule charges a building or vehicle, the hit is resolved against the Armour Value of the facing the charging model is touching. If a model with this special rule charges a building or vehicle that is a Transport or a Chariot, the hit is resolved against the building or vehicle, not the occupants or the rider. | ||
---- | ---- | ||
| Line 422: | Line 395: | ||
---- | ---- | ||
== Heavy == | |||
{| class="wikitable" | |||
|Heavy weapons are the biggest and most cumbersome weapons available to the armies in the 41st millenium | |||
|} | |||
An infantry model that moves with a Heavy weapon incurs a -1 penalty to hit when moving and shooting. A model cannot fire this weapon if the model advances. This rule has no effect on other unit types, but they still cannot fire after advancing. | |||
== Hit & Run == | == Hit & Run == | ||
{| class="wikitable" | {| class="wikitable" | ||
|Some troops employ a flexible battle stance, engaging the foe at close quarters one moment, before peeling off to strike with renewed vigour the next. | |Some troops employ a flexible battle stance, engaging the foe at close quarters one moment, before peeling off to strike with renewed vigour the next. | ||
|} | |} | ||
A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any | A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Fight phase, and can immediately make a Normal Move, but must end outside Engagement Range of any enemy units. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat can immediately Consolidate 3". | ||
---- | ---- | ||
| Line 448: | Line 420: | ||
Independent Characters can join other units. They cannot, however, join units that contain vehicles or Monstrous Creatures. They can join other Independent Characters, though, to form a powerful multi-character unit! | Independent Characters can join other units. They cannot, however, join units that contain vehicles or Monstrous Creatures. They can join other Independent Characters, though, to form a powerful multi-character unit! | ||
=== Joining and Leaving a Unit === | ==== Joining and Leaving a Unit ==== | ||
An Independent Character can begin the game already with a unit, either by being deployed in unit coherency with it or, if the unit is in Reserve, by informing your opponent of which unit it has joined. | An Independent Character can begin the game already with a unit, either by being deployed in unit coherency with it or, if the unit is in Reserve, by informing your opponent of which unit it has joined. | ||
| Line 459: | Line 431: | ||
While an Independent Character is part of a unit, he counts as part of the unit for all rules purposes, though he still follows the rules for characters. | While an Independent Character is part of a unit, he counts as part of the unit for all rules purposes, though he still follows the rules for characters. | ||
=== Look Out, Sir === | ==== Look Out, Sir ==== | ||
Independent Characters pass Look Out, Sir rolls on a 2+. | Independent Characters pass Look Out, Sir rolls on a 2+. | ||
=== Independent Characters and Infiltrate === | ==== Independent Characters and Infiltrate ==== | ||
An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment, and vice versa. | An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment, and vice versa. | ||
=== Independent Characters and Ongoing Effects === | ==== Independent Characters and Ongoing Effects ==== | ||
Sometimes, a unit that an Independent Character has joined will be the target of a beneficial or harmful effect, such as those bestowed by the Blind special rule, for example. If the character leaves the unit, both he and the unit continue to be affected by the effect, so you’ll need to mark the character accordingly. | Sometimes, a unit that an Independent Character has joined will be the target of a beneficial or harmful effect, such as those bestowed by the Blind special rule, for example. If the character leaves the unit, both he and the unit continue to be affected by the effect, so you’ll need to mark the character accordingly. | ||
| Line 479: | Line 451: | ||
|Many armies employ reconnaissance troops who sit concealed for days, just waiting for the right moment in which to strike. | |Many armies employ reconnaissance troops who sit concealed for days, just waiting for the right moment in which to strike. | ||
|} | |} | ||
During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. | |||
==== Infiltrate and Scout ==== | |||
If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then move as per the Scout special rule. | |||
=== Infiltrate and Scout === | |||
If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then | |||
---- | ---- | ||
| Line 498: | Line 462: | ||
|} | |} | ||
If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty. | If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty. | ||
---- | ---- | ||
| Line 528: | Line 485: | ||
---- | ---- | ||
== Master- | == Master-Crafted == | ||
If a weapon is [Master-Crafted], that model can re-roll hit rolls of 1 when firing that weapon. | |||
---- | ---- | ||
| Line 542: | Line 496: | ||
If a weapon has both the Melta and Blast special rules, measure the distance to the centre of the blast marker after it has scattered. If this is half the weapon’s range or less, all hits caused by the blast marker roll an addition D6 when rolling to penetrate a vehicle’s armour. If the centre of the blast marker is more than half the weapon’s maximum range away after scatter, roll to penetrate as normal. | If a weapon has both the Melta and Blast special rules, measure the distance to the centre of the blast marker after it has scattered. If this is half the weapon’s range or less, all hits caused by the blast marker roll an addition D6 when rolling to penetrate a vehicle’s armour. If the centre of the blast marker is more than half the weapon’s maximum range away after scatter, roll to penetrate as normal. | ||
---- | ---- | ||
| Line 573: | Line 518: | ||
|Some warriors are skilled at moving over broken and tangled terrain. | |Some warriors are skilled at moving over broken and tangled terrain. | ||
|} | |} | ||
A unit that contains at least one model with this special rule | A unit that contains at least one model with this special rule is not slowed by charging or moving through difficult terrain. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests. | ||
---- | ---- | ||
| Line 594: | Line 532: | ||
|The best way to surprise an enemy is to strike from an unexpected quarter. | |The best way to surprise an enemy is to strike from an unexpected quarter. | ||
|} | |} | ||
During deployment, players can declare that any unit that contains at least one model with this special rule is attempting to Outflank the enemy | During deployment, players can declare that any unit that contains at least one model with this special rule is attempting to Outflank the enemy. | ||
The model may arrive from reserves from any board edge except an opponents, irregardless of the current round. If such a unit deploys inside a Dedicated Transport, they may Outflank along with their Transport. | |||
---- | ---- | ||
| Line 630: | Line 568: | ||
---- | ---- | ||
== Precision | == Precision == | ||
{| class="wikitable" | {| class="wikitable" | ||
| | |Many of the galaxy’s warriors are able to single out enemy leaders or soldiers with particularly powerful weapons and snipe them with unerring accuracy. | ||
|} | |} | ||
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds a unit, if a specific model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that specific model instead of following the normal attack sequence. | |||
---- | ---- | ||
| Line 675: | Line 586: | ||
|Bloodlust is a powerful weapon on the battlefield, spurring a warrior to hack his foes apart in a flurry of mindless (but eminently satisfying) carnage. | |Bloodlust is a powerful weapon on the battlefield, spurring a warrior to hack his foes apart in a flurry of mindless (but eminently satisfying) carnage. | ||
|} | |} | ||
In a turn in which a model with this special rule charges into combat, it gains +2 Attacks for charging, rather than +1 | In a turn in which a model with this special rule charges into combat, it gains +2 Attacks for charging, rather than +1. | ||
---- | ---- | ||
== Rapid Fire == | |||
{| class="wikitable" | |||
|Some weapons are able to unleash more devastating salvos once a closer range is achieved | |||
|} | |||
A weapon that has the Rapid Fire keyword double the amount of shots within half range. Rapid Fire weapons cannot be fired after advancing. | |||
== Rampage == | == Rampage == | ||
{| class="wikitable" | {| class="wikitable" | ||
|For some warriors, being outnumbered is not a cause for despair, but a call to set about their foes with a berserk counter-attack. | |For some warriors, being outnumbered is not a cause for despair, but a call to set about their foes with a berserk counter-attack. | ||
|} | |} | ||
At the start of any Fight sub-phase, models with the Rampage special rule gain +D3 attacks if the combat they are in contains more enemy models than friendly models – count all models locked in the combat, not just those models that are engaged. Roll once to determine the number of bonus Attacks all Rampaging models involved in that combat receive that phase | At the start of any Fight sub-phase, models with the Rampage special rule gain +D3 attacks if the combat they are in contains more enemy models than friendly models – count all models locked in the combat, not just those models that are engaged. Roll once to determine the number of bonus Attacks all Rampaging models involved in that combat receive that phase. | ||
---- | ---- | ||
| Line 689: | Line 605: | ||
|Relentless warriors are strong of arm – nothing can slow their implacable advance. | |Relentless warriors are strong of arm – nothing can slow their implacable advance. | ||
|} | |} | ||
Relentless models can shoot with Heavy, Salvo or Ordnance weapons, counting as stationary, even if they moved in the previous Movement phase | Relentless models can shoot with Heavy, Salvo or Ordnance weapons, counting as stationary, even if they moved in the previous Movement phase. | ||
---- | ---- | ||
| Line 703: | Line 619: | ||
---- | ---- | ||
== Scout X == | |||
== Scout == | |||
{| class="wikitable" | {| class="wikitable" | ||
|Scouts are always in the vanguard of the army. Unnoticed by the enemy, they range ahead of the main force. | |Scouts are always in the vanguard of the army. Unnoticed by the enemy, they range ahead of the main force. | ||
|} | |} | ||
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x". | |||
TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the battle embarked within that TRANSPORT model has (provided only models with this ability are embarked within that TRANSPORT model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached CHARACTER, etc.). | |||
A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. | |||
If | |||
== | ==== Infiltrate and Scout ==== | ||
If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then move as per the Scout special rule. | |||
---- | ---- | ||
| Line 735: | Line 637: | ||
|Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes. | |Some weapons and warriors strike in a flurry of blows, tearing flesh asunder in a series of brutal strikes. | ||
|} | |} | ||
If a model has the Shred special rule | If a model has the Shred special rule it re-rolls failed To Wound rolls. | ||
---- | ---- | ||
| Line 767: | Line 667: | ||
|Many warriors are steady but sure, slow to advance but no less deadly for it. | |Many warriors are steady but sure, slow to advance but no less deadly for it. | ||
|} | |} | ||
A unit that contains at least one model with this special rule cannot Run, Turbo-boost, move Flat Out, perform Sweeping Advances or fire Overwatch. However, they can shoot with Heavy, Salvo and Ordnance weapons, counting as stationary even if they moved in the previous Movement phase | A unit that contains at least one model with this special rule cannot Run, Turbo-boost, move Flat Out, perform Sweeping Advances or fire Overwatch. However, they can shoot with Heavy, Salvo and Ordnance weapons, counting as stationary even if they moved in the previous Movement phase. | ||
---- | ---- | ||
| Line 781: | Line 681: | ||
|Sniper weapons are precision instruments, used to pick out a target’s weak points. | |Sniper weapons are precision instruments, used to pick out a target’s weak points. | ||
|} | |} | ||
If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, and rolls a 6 To Hit, that shot | If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, and rolls a 6 To Hit, that shot has the [PRECISION] keyword. Wounds from these rolls are allocated against a model (or models) of your choice in the target unit, as long as it is in range and line of sight of the firer, rather than following the normal rules for Wound allocation. A character that has a Precision Shot Wound allocated to it can still make a Look Out, Sir roll. Note that Snap Shots can never be Precision Shots. | ||
If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, its shooting attacks always wound on a To Wound roll of 4+, regardless of the victim’s Toughness. In addition, any To Wound roll of a 6 is resolved at AP2. | If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, its shooting attacks always wound on a To Wound roll of 4+, regardless of the victim’s Toughness. In addition, any To Wound roll of a 6 is resolved at AP2. | ||
| Line 808: | Line 708: | ||
|The most disciplined squads can divide their fire, taking care to place their shots where they can do the most harm. | |The most disciplined squads can divide their fire, taking care to place their shots where they can do the most harm. | ||
|} | |} | ||
When a unit that contains at least one model with this special rule shoots, | When a unit that contains at least one model with this special rule shoots, each model in the unit can shoot at a different target to the rest of his unit. Once this shooting attack has been resolved, resolve the shooting attacks made by the rest of the unit. | ||
---- | ---- | ||
| Line 845: | Line 745: | ||
|Supersonic vehicles are supremely fast, even by the normal standards of aircraft, making them exceptionally mobile in battle. | |Supersonic vehicles are supremely fast, even by the normal standards of aircraft, making them exceptionally mobile in battle. | ||
|} | |} | ||
A Supersonic vehicle that | A Supersonic vehicle that advances can instead move an additional 3d6 instead of 1d6. If the vehicle is an Aircraft or has the Flyer role, each time this model makes a Normal Move, Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. | ||
---- | ---- | ||
== | == Sustained Hits X == | ||
{| class="wikitable" | {| class="wikitable" | ||
| | |Some weapons fire so fast that the amount of ammunition expended when firing is horrifying. | ||
|} | |} | ||
Whenever a weapon with the Sustained Hits keyword rolls to hit and scores an unmodified 6, X additional bonus hits are scored. Roll these to Wound as normal. | |||
---- | ---- | ||
== | == Swarms == | ||
{| class="wikitable" | {| class="wikitable" | ||
|These | |These creatures are so multitudinous that they cannot be picked out individually and must be fought as a group. | ||
|} | |} | ||
If, when allocating Wounds to a unit with the Swarms special rule, two or more models could be chosen as the closest enemy, the closest enemy is always the model with the least number of Wounds. If a model with the Swarm special rule suffers an unsaved Wound from a Blast (any size) or Template weapon, each unsaved Wound is multiplied to two unsaved Wounds unless that Wound has the Instant Death special rule. However, a unit entirely composed of models with the Swarm special rule is not slowed by difficult terrain, but must test for Dangerous Terrain as normal. | |||
---- | ---- | ||
| Line 873: | Line 773: | ||
|These weapons are grafted to the same targeting system for greater accuracy. | |These weapons are grafted to the same targeting system for greater accuracy. | ||
|} | |} | ||
Twin-linked weapons | Twin-linked weapons add an additional volley of fire to the weapon when it fires. When attacking with a Twin-Linked weapon, double the amount of shots you would make with this weapon. | ||
== | ==== Twin-linked Template Weapons ==== | ||
Twin-linked Template weapons are fired just like a single weapon, but apply additional hit(s) as if the weapon struck them a second time. | |||
---- | ---- | ||
| Line 900: | Line 790: | ||
|Some aircraft are crafted with an eye towards manoeuvrability. They sacrifice speed in order to bring their guns to bear more effectively. | |Some aircraft are crafted with an eye towards manoeuvrability. They sacrifice speed in order to bring their guns to bear more effectively. | ||
|} | |} | ||
A model with this special rule can make an additional pivot on the spot of up to 90° at the end of its move | A model with this special rule can make an additional pivot on the spot of up to 90° at the end of its move | ||
---- | ---- | ||