UNIVERSAL SPECIAL RULES - USR Reference: Difference between revisions

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Passengers disembarking from Access Points on a vehicle can disembark even after the vehicle has moved. This includes arriving from reserves or Deep Strike.
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 ==
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|Assault weapons are found amongst those throwing themselves into the fray, hurling a volley of weapon fire as they charge.
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Assault weapons can be fired even after advancing, but suffer a -1 penalty to hit when firing these weapons.
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== Devastating Wounds ==
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|A weapon with devastating wounds has the opportunity to inflict critical damage to an enemy on the unfortunate end of this weapon.
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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 ==
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== Heavy ==
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|Heavy weapons are the biggest and most cumbersome weapons available to the armies in the 41st millenium
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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 ==
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== Rapid Fire ==
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|Some weapons are able to unleash more devastating salvos once a closer range is achieved
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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 ==
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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.
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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== Sustained Hits X ==
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|Some weapons fire so fast that the amount of ammunition expended when firing is horrifying.
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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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|These weapons are grafted to the same targeting system for greater accuracy.
|These weapons are grafted to the same targeting system for greater accuracy.
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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 ====
Twin-linked Template weapons are fired just like a single weapon, but must re-roll failed To Wound rolls and armour penetration rolls.
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.
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