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..."
 
 
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= USR Reference =
= 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.
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== Adamantium Will ==
== Adamantium Will ==
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|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.
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|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 with this special rule can charge on the turn they do so (even in a turn that the vehicle was destroyed, or in the following turn) unless the vehicle arrived from Reserve that turn.
Passengers disembarking from Access Points on a vehicle can disembark even after the vehicle has moved. This includes arriving from reserves or Deep Strike.
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== 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.
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|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 Melee weapon that has this special rule, it rolls an additional D6 for armour penetration in close combat.
If a model has this special rule, or is attacking with a weapon that has this special rule, it rerolls armour penetration rolls.
 
If a model makes a shooting attack with a weapon that has this special rule, it rolls an additional D6 for armour penetration. In either case, this special rule has no effect against non-vehicle models.
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=== 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:


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* 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.


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|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 with its hole entirely over the base of the target model (see diagram), or its hull if the target is a vehicle. The hole at the centre of the marker must be within the weapon’s maximum range. You cannot place the blast marker so that the base or hull of any friendly model is even partially under it.
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. This represents the chance of ricochets, the missile blasting through cover and other random events. 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.
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.
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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'''
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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.
=== Apocalyptic Mega-blast (5"/7"/10") ===
Apocalyptic Mega-blast weapons use the apocalyptic blast marker. They obey the rules for Blast weapons, with the following exceptions:
* Apocalyptic Mega-blast weapons have three Strength values and three AP values. Correspondingly, the apocalyptic blast marker is divided into three zones, as shown in the diagram to the far right, one for each Strength and AP value.
* The Strength and AP of any hits depends on the zone where the target model is located. The first Strength and AP value are used for the inner zone, the second Strength and AP value are used for the middle zone, and the third Strength and AP value are used for the outer zone. Always use the best Strength and AP if a model straddles two or more zones. If a unit has models in several zones, work out the hits inflicted for each zone separately. Note that there will be a different Wound pool for each zone.
''For example, an Aquila macro-cannon firing a quake shell has the Apocalyptic Mega-blast special rule, a Strength of 10/7/5 and an AP value of 1/4/6. The Strength and AP values for the three zones are therefore:''
{| class="wikitable"
|
{| class="wikitable"
|'''Zone'''
|'''S'''
|'''AP'''
|-
|Inner
|10
|1
|-
|Middle
|7
|4
|-
|Outer
|5
|6
|}
|}
''A unit with 3 models in the inner zone and 5 models in the middle zone would suffer 3 Strength 10 AP1 hits, and 5 Strength 7 AP4 hits.''
* To determine whether a unit wounded by an Apocalyptic Mega-blast weapon is allowed a cover save, and when determining Wound allocation, always assume the shot is coming from the centre of the apocalyptic blast marker, instead of from the firing model.
* Hits from Apocalyptic Mega-blast weapons made against vehicles are always resolved against their side armour.


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|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 must take an Initiative test at the end of the current phase. If the test is passed, all is well – a shouted warning has caused the warriors to avert their gaze. If the Initiative test is failed, all models in the unit are reduced to Weapon Skill and Ballistic Skill 1 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.
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.
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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.
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|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 Assault phase.
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.
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|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 an extra dice when making Run moves, and uses the highest result rolled. In addition, a unit that contains at least one model with this special rule adds D3 to its Sweeping Advance totals (roll each time).
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).
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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:


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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 Assault phase, these units can charge. This also applies to units that have disembarked from Transports that arrived by Deep Strike that turn.
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"
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== 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"
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|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 sub-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.
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.
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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. On a 4 or less, you must take the Wound as normal. On a 5+, the unsaved Wound is discounted – treat it as having been saved.
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+.
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|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 more of the dice when determining Run moves and charge ranges (such as a single D6 from a charge range roll, for example).
A unit composed entirely of models with this special rule can re-roll one or both of the dice for Advance and Charge rolls.
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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.
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|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 Assault phase. A model that has made a disordered charge that turn receives no benefit from Furious Charge.
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.  
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|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, roll To Hit as normal. For each To Hit roll of 1, the firing model immediately suffers a Wound (armour or invulnerable saves can be taken) – this Wound cannot be allocated to any other model in the unit. A character cannot make a Look Out, Sir attempt to avoid a Wound caused by the Gets Hot special rule. A vehicle instead rolls a D6 for each roll of a 1 to hit. On a roll of a 1, 2 or 3 it suffers a glancing hit.
When firing a weapon that Gets Hot, you have the option to supercharge the shot, picking one of the following benefits:


=== Gets Hot and Weapons that do not roll To Hit ===
* Add +1 to the Strength Characteristic of the Weapon.
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; that shot is not fired and the firing model immediately suffers a single Wound (armour saves or invulnerable saves can be taken) – this Wound cannot be allocated to any other model in the unit. A character cannot make a Look Out, Sir attempt to avoid a Wound caused by the Gets Hot special rule. A vehicle instead suffers a glancing hit on a further roll of a 1, 2 or 3.
* 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.
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|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, it makes one additional Attack that hits automatically and is resolved at the model’s unmodified Strength with AP-. This Attack does not benefit from any of the model’s special rules (such as Furious Charge, Rending etc.). This Attack is resolved during the Fight sub-phase at the Initiative 10 step, but does not grant the model an additional Pile In move. If a model with this special rule charges a Walker, the hit is resolved against the Front Armour Facing unless the Walker is Immobilised, in which case it is resolved against the Armour Value of the facing the charging model is touching.
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.
=== Hammer of Wrath (for Chariots) ===
If a Chariot ends its charge move in base or hull contact with one or more enemy models, it makes D6 additional attacks that hit automatically and are resolved at Strength 6 AP- (unless otherwise stated). These attacks do not benefit from any of the Chariot’s (or rider’s) special rules (such as Furious Charge, Rending etc.). These attacks are resolved during the Fight sub-phase at the Initiative 10 step, but does not grant the Chariot an additional Pile In move at the Initiative 10 step.
If a Chariot charges a building or a vehicle that is a Transport or Chariot, the Hammer of Wrath hits are resolved against the building or vehicle, not the occupants or rider.
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== 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 Assault phase. If the unit wishes to do so, it must take an Initiative test.
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".
 
If the test is failed, nothing happens and the models remain locked in the fight.
 
If the test is passed, choose a direction – then roll 3D6. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 3D6 result, ignoring the models they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate D6".
 
A Hit & Run move is not slowed by difficult terrain, but takes Dangerous Terrain tests as normal. It may not be used to move into base or hull contact with enemy units, and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage, roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead.
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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.


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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.


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|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.
|}
|}
You may choose to deploy units that contain at least one model with this special rule last, after all other units (friend and foe) have been deployed. If both players have such units and choose to do so, the players roll-off and the winner decides who goes first, then alternate deploying these units.
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.
 
Units that Infiltrate in this way can be set up anywhere on the table that is more than 12" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a building, as long as the building is more than 12" from any enemy unit. Alternatively, they can be set up anywhere on the table more than 18" from any enemy unit, even in plain sight.


If a unit with Infiltrate deploys inside a Dedicated Transport, the same rules apply when setting up their Transport.
==== 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.
A unit that deploys using these rules cannot charge in their first turn.
 
Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves.
 
=== 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 redeploy as per the Scout special rule.
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|}
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.
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== Interceptor ==
{| class="wikitable"
|This weapon has been calibrated to target incoming drop troops, teleporting assault squads and other unlooked-for enemies.
|}
At the end of the enemy Movement phase, a weapon with the Interceptor special rule can be fired at any one unit that has arrived from Reserve within its range and line of sight. If this rule is used, the weapon cannot be fired in the next turn, but the firing model can shoot a different weapon if it has one.
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== Master-crafted ==
== Master-Crafted ==
{| class="wikitable"
If a weapon is [Master-Crafted], that model can re-roll hit rolls of 1 when firing that weapon.
|Some weapons are lovingly maintained artefacts, crafted with a skill now lost. Though the exact form of master-crafting varies, it is always considered to be the pinnacle of the weaponsmith’s art.
|}
Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.
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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.
See the Vehicles rules for more details on armour penetration.
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== Mighty Bulwark ==
{| class="wikitable"
|Some fortifications are so large and strongly built that they can withstand lengthy sieges and super-heavy weaponry.
|}
When a building with this special rule suffers a penetrating hit, there is a -1 modifier to the roll on the Building Damage table.
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|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 rolls an extra D6 when rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests.
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.
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== Night Vision ==
{| class="wikitable"
|Some warriors can see almost as clearly in the darkness as they can in daylight.
|}
A unit that contains at least one model with this special rule ignores the effects of Night Fighting.
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|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. This means they are making a wide sweeping move to get behind enemy lines or come at the foe from an unexpected direction.
During deployment, players can declare that any unit that contains at least one model with this special rule is attempting to Outflank the enemy.


When an Outflanking unit arrives from Reserves, but not Ongoing Reserve, the controlling player rolls a D6: on a 1-2, the unit comes in from the table edge to the left of their controlling player’s own table edge; on a 3-4, they come on from the right; on a 5-6, the player can choose left or right. Models move onto the table as described for other Reserves. If such a unit deploys inside a Dedicated Transport, they may Outflank along with their Transport.
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.
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== Precision Shots ==
== Precision ==
{| class="wikitable"
|Many of the galaxy’s marksmen are able to single out enemy leaders or soldiers with particularly powerful weapons and snipe them with unerring accuracy.
|}
If a model with this special rule, or attacking with a weapon with this special rule, rolls a 6 To Hit with a shooting attack, that shot is a ‘Precision Shot’.
 
Wounds from Precision Shots 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 and shots from weapons that scatter, or do not roll To Hit, can never be Precision Shots.
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== Precision Strikes ==
{| class="wikitable"
|The 41st Millennium is replete with swordsmen and blade-masters that can pick out an enemy from a crowd and land a blow on them even amidst the swirling chaos of hand-to-hand combat.
|}
If a model with this special rule, or attacking with a weapon with this special rule, rolls a 6 To Hit with a melee attack, that hit is a ‘Precision Strike’.
 
Wounds from Precision Strikes are allocated against an engaged model (or models) of your choice in the unit you are attacking, rather than following the normal rules for Wound allocation. If a Precision Strike Wound is allocated to a character, they can still make their Look Out, Sir roll.
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== Preferred Enemy ==
{| class="wikitable"
|Many of the galaxy’s warriors train hard to overcome a particular foe, allowing them to predict the enemy’s battle-stances and thus land a blow or shot with greater ease.
|}
This rule is often presented as Preferred Enemy (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then everyone is a Preferred Enemy of the unit. A unit that contains at least one model with this special rule re-rolls failed To Hit and To Wound rolls of 1 if attacking its Preferred Enemy. This applies both to shooting and close combat attacks.
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== Psychic Pilot ==
{| class="wikitable"
{| class="wikitable"
|Some craft have psychic gunners, drivers or other crew who can use their mental abilities in support of their allies.
|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.
|}
|}
A vehicle with this special rule is a Psyker. This rule is typically presented with a Mastery Level, shown in brackets – if no Mastery Level is shown then that vehicle has a Mastery Level of 1. Rules for generating and manifesting psychic powers can be found in the Psychic phase section. The unit follows all the normal rules for generating and manifesting psychic powers, with the following clarification: the vehicle is considered to have a Leadership characteristic of 10, should this be needed in order to resolve any psychic power or Perils of the Warp.
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.
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|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. A model that has made a disordered charge that turn receives no benefit from Rage.
In a turn in which a model with this special rule charges into combat, it gains +2 Attacks for charging, rather than +1.  
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== 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. A model that has made a disordered charge that turn receives no benefit from Rampage.
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.  
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|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. They are also allowed to charge in the same turn they fire Heavy, Ordnance, Rapid Fire or Salvo weapons.
Relentless models can shoot with Heavy, Salvo or Ordnance weapons, counting as stationary, even if they moved in the previous Movement phase.
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== Repel the Enemy ==
== Scout X ==
{| class="wikitable"
|Fortresses are constructed to allow their garrisons easy access to exit and engage enemy siege teams before they can breach their armoured walls.
|}
Models disembarking from Access Points on a building can charge on the turn they do so, even on a turn the building was destroyed.
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== 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.
|}
|}
After both sides have deployed (including Infiltrators), but before the first player begins his first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, a Walker or a Monstrous Creature, each model can redeploy anywhere entirely within 6" of its current position. If it is any other unit type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s deployment zone, but must remain more than 12" away from any enemy unit. A unit that makes a Scout redeployment cannot charge in the first game turn. A unit cannot embark or disembark as part of a Scout redeployment.
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".
 
If both sides have Scouts, roll-off; the winner decides who redeploys first. Then alternate redeploying Scout units.


If a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is embarked upon it. Having Scout also confers the Outflank special rule to units of Scouts that are kept as Reserves.
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.).


=== Infiltrate and Scout ===
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 a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule.
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== Sentry Defence System ==
==== Infiltrate and Scout ====
{| class="wikitable"
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.
|Many fortifications possess an automated defence system, or even a limited form of machine sentience, to operate their weaponry in the absence of a garrison.
|}
A building with this special rule can use automated fire against enemy units, even if it is unoccupied. The weapons are emplaced and cannot be used as gun emplacements – another model may not fire them. In addition, enemy units can shoot at and charge a building with this special rule, even if it is unoccupied.
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|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, or is attacking with a Melee weapon that has the Shred special rule, it re-rolls failed To Wound rolls in close combat.
If a model has the Shred special rule it re-rolls failed To Wound rolls.
 
Similarly, if a model makes a shooting attack with a weapon that has the Shred special rule, it re-rolls its failed To Wound rolls.
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|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. They are also allowed to charge in the same turn they fire Heavy, Ordnance, Rapid Fire or Salvo weapons.
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.  
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|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 is a ‘Precision Shot’. Wounds from Precision Shots 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, 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.
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|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, one 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. These must be at a different target, which cannot be a unit forced to disembark as a result of the Split Firing unit’s initial shooting attack.
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.  
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|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 moves Flat Out must move at least 18" and can move up to 36".
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.
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== Swarms ==
== Sustained Hits X ==
{| class="wikitable"
{| class="wikitable"
|These creatures are so multitudinous that they cannot be picked out individually and must be fought as a group.
|Some weapons fire so fast that the amount of ammunition expended when firing is horrifying.
|}
|}
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.
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.  
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== Tank Hunters ==
== Swarms ==
{| class="wikitable"
{| class="wikitable"
|These veterans of armoured warfare are able to identify the weak points of enemy vehicles and target their fire appropriately.
|These creatures are so multitudinous that they cannot be picked out individually and must be fought as a group.
|}
|}
A unit that contains at least one model with this special rule re-rolls failed armour penetration rolls against vehicles (both with shooting and in close combat) and can choose to re-roll glancing hits, in an attempt to instead get a penetrating hit – but the second result must be kept.
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.
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|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 don’t get more shots than normal ones, but they give you a better chance of hitting with them. If a shooting weapon has the twin-linked special rule, or is described in a model’s wargear entry as twin-linked, it re-rolls all failed To Hit rolls.
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 Blast Weapons ===
If the scatter dice does not roll a hit, you can choose to re-roll the dice with a Twin-linked Blast weapon. If you choose to do so, you must re-roll both the 2D6 and the scatter dice.
 
=== Twin-linked Template Weapons ===
Twin-linked Template weapons are fired just like a single weapon, but must re-roll failed To Wound rolls and armour penetration rolls.
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== Two-Handed ==
==== Twin-linked Template Weapons ====
{| class="wikitable"
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.
|This weapon is particularly heavy and requires both hands to wield.
|}
A model attacking with this weapon never receives +1 Attack for fighting with two Melee weapons.
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|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 that uses this extra pivot cannot move Flat Out in the following Shooting phase.
A model with this special rule can make an additional pivot on the spot of up to 90° at the end of its move
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== Vector Strike ==
{| class="wikitable"
|These winged terrors hurtle out of the storm-wracked skies, tearing their unsuspecting prey to pieces in a single, devastating swoop.
|}
When Swooping or Zooming, this model may savage its prey. At the end of the Movement phase, nominate one enemy unit not locked in combat that the model has moved over that turn. That unit takes 1 hit (if the unit is an enemy Flyer in Zoom mode, or an enemy Swooping Flying Monstrous Creature, it instead takes D3 hits). Unless stated otherwise, Vector Strike hits are resolved at the model’s unmodified Strength and AP2, using Random Allocation. These hits have the Ignores Cover special rule. These hits do not benefit from any of the model’s special rules, such as Furious Charge, Poisoned, Rending etc. Against vehicles, these hits are resolved against the target’s side armour.
 
A model that made a Vector Strike in its Movement phase counts as having already fired one weapon in its following Shooting phase. However, any additional weapons it fires that turn can choose a different target to that of the Vector Strike.
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