UNIVERSAL SPECIAL RULES - USR Reference: Difference between revisions

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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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|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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==== 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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|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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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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|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 Fight 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 3".
 
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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|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. This includes in a building, as long as the building is more than 12" from any enemy unit.
 
If a unit with Infiltrate deploys inside a Dedicated Transport, the same rules apply when setting up their Transport.
 
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 ====
==== Infiltrate and Scout ====
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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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Weapons with the Lance special rule count vehicle Armour Values that are higher than 12 as 12.
Weapons with the Lance special rule count vehicle Armour Values that are higher than 12 as 12.
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== Master-crafted ==
{| class="wikitable"
|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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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.
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.


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.
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"
{| 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.
|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.
|}
|}
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’.
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.
 
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"
|Some craft have psychic gunners, drivers or other crew who can use their mental abilities in support of their allies.
|}
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.
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In either case, against vehicles, each armour penetration roll of 6 allows a further D3 to be rolled, with the result added to the total. These hits are not resolved at AP2, but are instead resolved using the model/weapon’s AP value.
In either case, against vehicles, each armour penetration roll of 6 allows a further D3 to be rolled, with the result added to the total. These hits are not resolved at AP2, but are instead resolved using the model/weapon’s AP value.
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== Repel the Enemy ==
{| 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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|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 immediately make a number of Normal Move actions equal to the X keyword. During this movement, Scouts can move outside the owning player’s deployment zone, but must remain more than 12" away from any enemy unit. 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 moves first. Then alternate redeploying Scout units.
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.).


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.
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.


==== Infiltrate and Scout ====
==== 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.
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.
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== Sentry Defence System ==
{| class="wikitable"
|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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|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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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.
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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== Tank Hunters ==
{| class="wikitable"
|These veterans of armoured warfare are able to identify the weak points of enemy vehicles and target their fire appropriately.
|}
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.
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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
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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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