IMPERIAL GUARD UNIVERSAL SPECIAL RULES: Difference between revisions

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=== Master of Ambush ===
=== Master of Ambush ===
After your army deploys, Scouts redeploy and Infiltrators deploy, but before the roll to Seize the Initiative, Sly Marbo may booby trap three pieces of battlefield terrain on the table. Each piece of battlefield terrain should be marked with a small marker to remind both players that it has been booby trapped. Enemy models treat booby trapped pieces of battlefield terrain as dangerous terrain. Note that having multiple units booby trap the same piece of battlefield terrain has no additional effect.
After your army deploys, Scouts redeploy and Infiltrators deploy, but before the roll to Seize the Initiative, Sly Marbo may booby trap three pieces of battlefield terrain on the table. Each piece of battlefield terrain should be marked with a small marker to remind both players that it has been booby trapped. Enemy models treat booby trapped pieces of battlefield terrain as dangerous terrain. Note that having multiple units booby trap the same piece of battlefield terrain has no additional effect.
[[Category:Imperial Guard Rules]]

Latest revision as of 12:40, 26 August 2024

All Power to Weapons!

If the Stormlord does not move, it may fire its Vulcan mega-bolter twice in the following Shooting phase (at the same target or at different ones).


All-terrain APC

This vehicle re-rolls all failed Dangerous Terrain tests.


Amphibious

A Chimera treats all water features as open terrain when it moves.


Artillery Bombardment

The Master of Ordnance may make a shooting attack with the following profile:

Range S AP Type
Infinite 9 3 Ordnance 1, Barrage, Large Blast

An Artillery Bombardment is resolved separately from other Barrage weapons fired by the same unit in the same Shooting phase, but must choose the same target as the rest of the unit.

If a hit is rolled on the scatter dice, the blast marker scatters 2D6" in the direction shown by the arrow on the ‘Hit’ symbol. If an arrow is rolled, the blast marker scatters an additional D6". If the Master of Ordnance has line of sight to his target then he reduces the total distance scattered by his Ballistic Skill.


Aura of Discipline

Any friendly unit from Codex: Astra Militarum within 6" of a Lord Commissar uses his Leadership for any Fear, Morale or Pinning tests.


Awaken the Machine

In each of your Shooting phases, instead of firing his weapons, the Enginseer may choose a single friendly Astra Militarum vehicle within 12". That vehicle gains the Power of the Machine Spirit special rule until the end of the turn.


Blessings of the Omnissiah

In each of your Shooting phases, instead of firing his weapons, an Enginseer may choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6 and add 1 for each Servitor with a servo-arm in his unit. If the result is 5 or more, you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately.


Chain of Command

A Lord Commissar may only be your Warlord if you have no models with the Senior Officer special rule in your army.


Clarion Vox-net

Any friendly unit from the same Militarum Tempestus Platoon within 18" of the Tempestor Prime can use his Leadership for any Fear, Morale or Pinning tests.


Cold Steel and Courage

Colonel Straken and all friendly units from Codex: Astra Militarum within 6" of him have the Counter-attack and Furious Charge special rules.


Combined Squad

Infantry Squads have the option of forming Combined Squads. The decision to form Combined Squads must be made immediately before determining your Warlord Traits.

If the Astra Militarum player wishes to deploy his forces in this way, then any Infantry Squad may join another Infantry Squad from the same platoon. For example, an Infantry Platoon consisting of a Platoon Command Squad and three 10-man Infantry Squads can instead choose to deploy as a Platoon Command Squad and a single 30-man Infantry Squad, or a Platoon Command Squad, a 10-man Infantry Squad and a 20-man Infantry Squad. If you decide to form Combined Squads in this manner, they are treated as a single unit for whole of the game.


Crack Shot

Shots made by Pask’s Leman Russ can re-roll armour penetration rolls against vehicles, including glancing or penetrating hits, but the second result must be kept. Furthermore, the turret-mounted weapon of Pask’s vehicle gains an additional benefit depending on its type:

  • When firing a battle cannon, vanquisher battle cannon, demolisher siege cannon or eradicator nova cannon, Pask can re-roll To Hit rolls.
  • An exterminator autocannon or punisher gatling cannon fired by Pask has the Rending special rule.
  • When firing an executioner plasma cannon, Pask may choose to fire an incandescent plasma blast instead of using the weapon’s normal profile. This has the following profile:
Range S AP Type
Incandescent plasma blast 36" 7 2 Heavy 1, Large Blast, Blind, Gets Hot

Deadly Riposte

When fighting in a challenge, a model wielding Celeritas has an invulnerable save of 4+. For each successful save made by the model during a challenge, it can immediately make an attack with Celeritas that hits automatically and has the Rending special rule, even if the model is slain as the result of failing other saves at the same time.

Earthshock

All models under the tremor cannon’s massive blast marker that were not removed from play as a result of that shooting attack must take a Dangerous Terrain test once the hit has been resolved.

Emergency Plasma Vents

If a model that possesses a weapon with Emergency Plasma vents overcharges any plasma weapon and rolls a result of one, instead of immediately losing 1HP or 1 Wound, that model instead rolls a D6. On a 5+ result, the model loses no HP or wounds.


Grav Chute Insertion

If a Valkyrie or Vendetta has moved more than 6", passengers may disembark, but they must do so as follows. Nominate any point over which the Valkyrie or Vendetta moved this turn and deploy the unit as if it were deep striking onto that point. If the unit scatters, every model must immediately take a dangerous terrain test. If any of the models cannot be deployed, the unit is destroyed.


Gung-ho

Colonel Straken must always issue and accept a challenge whenever possible.


Heroic Sacrifice

If Nork loses his last Wound in close combat, he may immediately make his full complement of Attacks against the unit that killed him at the same Initiative step, even if he has already made his Attacks in that Fight sub-phase. These Attacks may be exchanged for a Thunderous Headbutt as described below. Nork re-rolls failed To Hit and To Wound rolls when making the attack(s) granted by this rule. He is then removed as a casualty.


Iron Will

If Yarrick loses his last Wound, place him on his side instead of removing him. At the start of your next turn, roll a D6. On a 3+ he regains a single Wound – place Yarrick as close to his previous position as possible whilst remaining more than 1" from any enemy models or impassable terrain. On a 1 or 2, Yarrick is removed as a casualty.


It’s For Your Own Good

If a Primaris Psyker suffers Perils of the Warp whilst in the same unit as a Commissar (of any type), the Primaris Psyker will be executed – after resolving the usual effects, remove the Primaris Psyker as a casualty.


Lasgun Arrays

A Chimera has two separate arrays of three lasguns – one array located above each side of its hull. Up to six models in the embarked unit (a maximum of three per array) may fire one lasgun each from these lasgun arrays, provided those models are not using the Chimera’s Fire Points this turn. To represent the unusual nature of these weapons, use the Chimera’s Ballistic Skill for these shots – the lasgun arrays can shoot at this Ballistic Skill regardless of how far the Chimera has moved. If the Chimera has suffered a Crew Stunned or Crew Shaken result, the lasgun arrays can only make Snap Shots. Lastly, each array may shoot at a different target to the Chimera’s other weaponry, though all lasguns in the same array must shoot at the same target.


Leman Russ Commander

A Tank Commander starts the game in a Leman Russ tank, leading a Leman Russ Squadron. Note that any type of Leman Russ can be taken as the Tank Commander’s vehicle, and that it can have any upgrades usually available to that type of tank. The Tank Commander’s tank is a character, has Ballistic Skill 4 and can be chosen as your army’s Warlord. If his tank is Wrecked or suffers an Explodes! result, the Tank Commander is killed.

A Tank Commander and his Leman Russ Squadron count as an HQ choice for the entire of the battle. The Tank Commander’s Leman Russ cannot leave the unit or join another unit, even if the rest of his squadron are destroyed.


Limited Ammunition

A Manticore Rocket Launcher carries a rack of four rockets. Only a single rocket can be fired by a Manticore Rocket Launcher in each of the Manticore’s Shooting phases. Furthermore, until it has been used, each rocket counts as a separate weapon when determining Weapon Destroyed results. Make a note each time a rocket is fired or destroyed; once the Manticore Rocket Launcher has fired all of its rockets it has run out of ammunition and cannot be fired again.


Listen Up, Maggots!

If Kell is in the same unit as Creed, Leadership tests for orders issued by Creed can be taken on Kell’s Leadership, not that of the ordered unit.


Look Out – Arghh!

If a Wound is allocated to a character in this model’s unit (other than another model with this special rule), that character automatically passes its Look Out, Sir test if it can make one. The Wound must be allocated to the model with this special rule instead. If there is more than one model with this special rule in a unit when a Wound is allocated to a character, the owning player can choose which of them to re-allocate the Wound to.


Loyal to the End

Nork must declare a Glorious Intervention whenever possible and will automatically pass the test to take the place of a friendly character in an ongoing challenge. In addition, a Commissar or Lord Commissar will never shoot Nork as a result of the Summary Execution special rule.


Mindlock

Unless it includes an Enginseer, an unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a roll of a 4+, this special rule has no effect this turn. On a roll of a 1, 2 or 3, the unit is mindlocked until the start of its following turn. A mindlocked unit may not voluntarily move, shoot or charge, and orders issued to it have no effect. A mindlocked unit must still complete compulsory moves, such as Pile In and Fall Back moves.


Mobile Command Vehicle

An officer embarked within a Chimera may still issue orders to squads. Measure range from any part of the Chimera’s hull.


Navy Orders

An Officer of the Fleet may take a Leadership test at the beginning of your turn, before any Reserve rolls are made. If the test is successful, choose one of the following Navy Orders to immediately take effect. If you have more than one Officer of the Fleet, all modifiers are cumulative.

  • Coordinate Reserves: The Officer directs Navy transports to deliver troops to the front line. You receive a +1 bonus to all Reserve Rolls during your turn.
  • Intercept Reserves: The Officer orders Navy fighters to disrupt enemy supply lines. Your opponent suffers a -1 penalty to all Reserve Rolls during his next turn, but will always pass a Reserve Roll on a 6.

No Ordinary Weapon

A deathstrike missile cannot be destroyed by a Weapon Destroyed result, only delayed. Similarly a Crew Stunned or Crew Shaken result does not prevent a Deathstrike missile from launching (see The Hour is Nigh).


Pummel

X is equal to the number of Basilisks and/ or Colossus firing.


Punitive

A weapon with this special rule always wounds on a roll of 4+. In addition, when making armour saves against attacks made by a weapon with this special rule, a roll of 3 or less will always fail, even if the target’s Save characteristic is 3+ or better.


Senior Officer

This model can issue up to two orders each turn.


Shoot Sharp and Scarper

Ratlings can make a shooting attack and then Run in the same Shooting phase.


Summary Execution

If the Commissar’s unit fails a Fear, Morale or Pinning test, after any re-rolls it is entitled to, the owning player can opt to have his Commissar summarily execute one of the Astra Militarum models in the unit. Roll a D6; on a 3+ you choose which model is executed, on a 1-2 your opponent chooses instead – note that neither player can ever choose to execute the Commissar himself. The executed model is immediately removed as a casualty with no saves of any kind allowed. Provided a model was executed, the unit is then treated as having passed the test.

Supreme Commander

Creed can issue up to three orders a turn. Creed can issue orders that can only be issued by models with the Senior Officer special rule. Failed orders issued by Creed must be re-rolled.


Sworn Protector

Kell must declare a Glorious Intervention whenever possible and will automatically pass the test to take the place of a friendly character in an ongoing challenge.


Tactical Genius

If Creed is your Warlord he has 2 Warlord Traits instead of 1. You can either roll twice on the same Warlord Traits table or once each on two different Warlord Traits tables (if rolling twice on the same Warlord Traits table, re-roll any duplicate results).

Tank Orders

A Tank Commander can roll 2D6 at the beginning of the Shooting phase. If the total result is 9 or less, choose one of the following Tank Orders to immediately take effect.

  • ‘Full Throttle!’ The Tank Commander’s unit immediately moves Flat Out, moving up to 6+D6", even though they are Heavy.
  • ‘Gunners, Kill on Sight!’ The Tank Commander’s unit immediately makes a shooting attack. The Tank Commander must shoot at a different target to the rest of his unit. The Tank Commander must resolve his shooting attack first. 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 Tank Commander’s initial shooting attack.
  • ‘Strike and Shroud!’ The Tank Commander’s unit must make a shooting attack. After this shooting attack has been resolved, all vehicles in the unit that have not already done so must use their smoke launchers.

The Hour is Nigh

The Deathstrike Missile Launcher may not fire on the first turn of the game, or if it has moved earlier in the turn it wishes to fire. In the Shooting phase, if you wish to fire the Deathstrike Missile, roll a D6 with the following modifiers:

  • Each full, consecutive game turn in which the Deathstrike Missile Launcher has not moved: +1.
  • Each Weapon Destroyed result applied to the Deathstrike Missile itself: -1.

If the result is a 4 or more, the Deathstrike missile can be fired. Note that a natural roll of a 6 will always result in the missile firing, regardless of negative modifiers.


Thunderous Headbutt

Nork may elect to exchange his normal attacks in close combat for a single Thunderous Headbutt with the following profile:

Range S AP Type
- +3 3 Melee, Concussive

War Hymns

A Ministorum Priest can take a Leadership test at the beginning of each Fight sub-phase in which he is locked in combat. If the test is successful, choose one of the following war hymns to immediately take effect.

  • The Emperor Protects As the Priest’s impassioned calls ring out across the battlefield, the faithful feel the blessing of the God-Emperor upon them. The Ministorum Priest and his unit re-roll all failed armour and invulnerable saves until the end of the phase.
  • The Emperor’s Strength Shouting out the prime canticle of Saint Brutos the Belligerent, the Priest calls upon the Emperor to help him smite his foes. Until the end of the phase, the Ministorum Priest has the Smash special rule.
  • The Righteousness of the Emperor The Priest bellows psalms of vengeance into the faces of the foe, exhorting his men to excel in the Emperor’s sight. The Ministorum Priest and his unit re-roll failed rolls To Wound until the end of the phase.

He’s Behind You

Marbo must always be deployed in Reserve. When he arrives from Reserves, place him anywhere on the battlefield that is more than 1" away from any enemy model. He cannot move in the Movement phase of the turn on which he arrives from Reserves.


Like a Shadow

When Marbo destroys an enemy unit with a Sweeping Advance, Consolidates or successfully breaks away from combat using Hit & Run, you can remove him from the battlefield and place him into Ongoing Reserves. If you do so, mark his final position before he is removed with a suitable marker – a coin will do. When he arrives from Ongoing Reserves, place him anywhere on the battlefield that is within 18" of the marker you placed and more than 1" away from any enemy model. He cannot move in the Movement phase of the turn on which he arrives from Ongoing Reserves.


Loner

Officers cannot issue orders to Marbo, and Marbo cannot be your Warlord.


Master of Ambush

After your army deploys, Scouts redeploy and Infiltrators deploy, but before the roll to Seize the Initiative, Sly Marbo may booby trap three pieces of battlefield terrain on the table. Each piece of battlefield terrain should be marked with a small marker to remind both players that it has been booby trapped. Enemy models treat booby trapped pieces of battlefield terrain as dangerous terrain. Note that having multiple units booby trap the same piece of battlefield terrain has no additional effect.