====== 10th Edition Notes ====== ===== Uncategorized Changes ===== * Units can disembark from any transport after it moves but cannot charge * Marine vehicles don't care about primaris * Objective Control is determined by adding the OC stat of all models together * Models can move over friendly models. **Monster,Vehicle** cant move over each other * Desperate Breakout is core fallback option. D6 for each model. Models die on 1 or 2. * Can't split a weapon's shots. * Big Guns Never Tire: -1 on all guns in melee. **Monster,Vehicle** can be shot at while engaged at a -1. * Charging models must end closer to target and in B2B if possible. * Defender takes priority in fight-first and normal selection. * Pile-in must get into B2B if possible. * Ranked fighting is now B2B * A model's Aura can effect themselves if they have the keyword. * Strategic Reserves has point limit (rather than a CP cost). Deepstrike and similar rules don't count against this limit. * Insane Bravery Strategem: 1cp and is used after failed Battleshock test. * Grenade Strategem: 8in ; 6d6 ; 4+ = MW * Tank Shock Strategem: Choose a melee weapon. Roll D6 equal to its Strength, add 2D6 if S>T. 5+ = MW * Heroic Intervention Strategem: And unit can perform it, but this is the only way to do them now. * Fire Overwatch: Can be used in Movement or Charge phases. * ==== FAQ Needed ==== * Can **Monster,Vehicle** shoot outside engagement? - The way the shooting in engagement part of the rules says the they are an exception and the way the BigGuns section doesn't say 'must' or 'only' for targeting inside engagement make it seem like this is possible. * Charging needs to be tweaked to actually say it requires to be ended in engagement when it is not enough to actually get B2B. The way it is worded there is a sweetspot of rolling jut enough to technically get engaged but the rules only require that you ROLL enough but say nothing about actually ending in engagement. So a unit could theoretically charge and move technically closer to capture an objective but never engage. I think they overlooked this and got thorough about the B2B part and overlooked the engagement part. * Epic Challenge Strat: does the attacking model need to be engaged with the Character? Seems like they really are treating them like a //unit// but it is just so different I am not sure of intention. ===== Army Construction ===== - You must include at least one CHARACTER - You can only include one of each named EPIC HERO - You can only include up to three units of each datasheet - However, you can include up to six units of each datasheet with the BATTLELINE or DEDICATED TRANSPORT keywords - Each CHARACTER can only have one Enhancement, you can’t include more than three Enhancements in total, and these must all be different ===== Phases ===== ^Command|Both players gain 1CP. Then any other Command Phase abilities. Then Battleshock| ^Movement|Reinforcement at end| ^Shooting|Psychic attacks used here| ^Charge|Must end closer to target and B2B if possible.| ^Fight|Engagement is B2B and consolodation is limited. No more fight last concept. Only First and Normal. Defender takes priority in FF and normal selection. Must pile in B2B. Consolidate is limited. No pile if no engage.| Psychic abilities are now spread out among the pertinent phases. ==== Battleshock Test ==== * Tested in Command Phase * Units below half-strength/health must test * Must succeed on 2D6 against Ld stat === Battleshock Status === OC becomes '0' Cannot use Strategems Must take Desperate Breakout test to Fallback ===== Universal Special Rules ===== * //Note - most every USR is built as a bonus and not a debuff like the old Heavy or assault.// * //Critical Hits/Wounds is default a '6' but is improved by Anti- and possibly army rules.// * //There seem to be a few rules that are treated as USR's but are much more limited and will have descriptions on unit cards.// ^ USR ^ Description ^ |Anti-//unit// x+|A wound roll of x+ is a Critical Wound.| |Assault|Can fire after advancing (no penalty)| |Assault Ramp|Disembarked units can still charge after vehicle moves| |Battleline|Can take 6 instead of 3 units| |Blast|+1A per 5models in target unit| |Deadly Demise xx|Explodes for xx mortal Wounds w/in 6"| |Deep Strike|Add to reserves for free with not turn limits| |Devastating Wounds|Damage converted to Mortal Wounds in Critical Wound| |Extra Attacks|Use weapon in addition to other weapons| |Fire Support| ReRoll wounds against unit hit by transport| |Firing Deck x|'x' Number of models embarked can fire 1 weapon| |Hazardous|Rolls of 1 kill a model or inflict D3 Mortal Wounds on Char/Mon/Veh| |Heavy|+1 to hit if stationary| |Infiltrators|No-Mans-Land deployment| |Ignores Cover|Ignores cover| |Lance|+1 to wound on charge| |Leader|Character can attach to a unit| |Lethal Hits|Critical Hits auto wound| |Lone Operative|Character cannot be targeted outside of 12". Usually some criteria to be met to gain this ability| |Melta x|Plus 'x' damage in half-range| |One Shot|can only fire once per game| |Precision|Weapon can target attached character| |Psychic|doesn't seem to be more to the keyword than separating them out for specific buffs/debuffs| |Rapid Deployment|Embarked units can exit after vehicle advances| |Rapid Fire x|plus x shots in half-range| |Scouts|Can pregame move. Dedicated transport can gain ability of embarked unit| |Stealth|Minus 1 to hit with ranged| |Sustained Hits x|Critical Hits explode for x more hits| |Torrent|Auto-hit / flamer| |Twin-Linked|ReRoll wounds| Why no USR for... * RR Hits * RR 1's to Hit * RR 1 Hit * RR 1's to Wound * RR 1 Wound * +x AP (Piercing X is perfect here) I've seen some game system that had "Accurate L1/L2/L3" to convey what kind of re-rolls you get. Something like that would be neat since Hit re-rolls are so common in in 10th where there is supposed to be less re-rolls. Maybe Accurate for Hits and Rending for Wounds. ---- ===== Terrain & Cover ===== The concept of 'Fully Visible' is what most of this hinges on now. Not in leak. **Benefit of Cover = +1 save** * Can never give you better than 3+ * Does not stack. You are either benefiting or not. * Also cover is on or off for the entire attack sequence. If entire target unit is not FV to entire attacking unit then models that are causing that get cover even if certain models can see them. Basically to simplify fast dice. Not missing out by doing so. ==== Terrain Types ==== ^Craters|**Infantry** wholly within gain cover| ^Barricade|**Infantry** ww/in 3" gain cover. Charge terrain and 2” engagement.| ^Debris|Any model gains cover if debris is interviening at all.| ^Hills/SealedStructures|Cover if not fully visible. Think vertical angle causing obscured view.| ^Woods|If LoS passes through, then target is NFV and gets cover. Unless attacking model is wholly whithin area. **Aircraft** and **Towering** are expempt both ways.| ^Ruins|If wholly within or obscured by it…then model gets cover. Gives //Plunging Fire// 6" vertical difference give +1AP| ---- ===== Faction Rules ===== ==== Adepta Sororitas ==== Mostly a lateral move from 9th it seems. ^Faction Abilities^^ |Acts of Faith|miracle dice...kinda similar| ^Detachment Abilities^^ |The Blood of Martyrs|buffs for being below strength| ==== Adeptus Custodes ==== Tough as ever. Seems like they will still have a lot of tricks to make 3 models feel like 10. ^Faction Abilities^^ |Martial Ka'tah|3 //'stances'// to be in fight phase. 1. Stay alive, 2. Kill more things, 3. Kill big things| ^Detachment Abilities^^ |Aegis of the Emperor|4+++/MW| ==== Adeptus Mechanicus ==== Way simpler doctrina system. Possibly OP mortal wound generation. ^Faction Abilities^^ |Doctrina Imperatives|Shooting buff and -1AP in either deployment zone| ^Detachment Abilities^^ |Rad Bombardment|Battleshock or MW enemy deployment with sustained MWs each round| ==== Aeldari ==== Possibly OP fate dice mechanic. Though models are pretty fragile still. ^Faction Abilities^^ |Strands of Fate|Pool of dice to use, can be manipulated| ^Detachment Abilities^^ |Unparallelled Foresight|RR 1H and 1W ==== Astra Militarum ==== Simplified order system. Still pretty solid. ^Faction Abilities^^ |Voice of Command|simplified orders sysyem| ^Detachment Abilities^^ ||| ==== Chaos Daemons ==== Pretty similar to 9th rules so far. Daemons is daemons. ^Faction Abilities^^ |Shadow of Chaos|Zone of influence that buffs their leadership and regen, and debuffs opponent's| |Daemonic Pact|Chaos Ally rules. 1/4 of force and normal god limits.| ^Detachment Abilities^^ |Warp Rifts|Closer deepstrike if inside Shadow of Chaos| ==== Chaos Knights ==== Feels like they are still gonna encourage lots of `dogs. ^Faction Abilities^^ |Harbingers of Dread|Rounds 1~5: -1Ld Aura12"| |:::|Rounds 3~5: +1 to wounds //BS// unit; -1 to be hit by //BS// unit| ^Detachment Abilities^^ |Forged in Terror|12" Aura of any under-strength makes //BS// test| ==== Chaos Space Marines ==== Solid marine stats with optional buffs that can be risky. ^Faction Abilities^^ |Dark Pacts|Lethal or Sustained Hits with D3 MW on failed LD test| ^Detachment Abilities^^ ||| ==== Death Guard ==== Generally nerfed if there isn't more to them. Not as durable but they with wither you down once they spread across the board. Looking worse with every article. ^Faction Abilities^^ |Nurgle's Gift|growing -1 Toughness arua| ^Detachment Abilities^^ |Spread the Sickness|Sticky objectives that give NG Aura| ==== Grey Knights ==== ^Faction Abilities^^ ||| ^Detachemnt Abilities^^ ||| ==== Imperial Knights ==== Bondsman is still around so a mix of knights seems the encouraged way to play. Canis Rex is a beast. ^Faction Abilities^^ |Code Chivalric|Either shoot bonus or //move// bonus. Deed to complete that give 3CP and Honoured status| |Super-heavy Walker|???| |Misc...|5++ for ranged| ^Detachment Abilities^^ |Indomitable Heroes|6+++ that is 5+++ when Honoured| ==== Leagues of Votann ==== Overall a huge nerf. Might go from being as elite and durable to a more straightforward shooting army with some bodies. Points are a huge part of where they end up. ^Faction Abilities^^ |Eye of the Ancestors|More limited judgement system| ^Detachment Abilities^^ |Ruthless Efficiency|pre-judge a unit with bonus for killing early| ==== Necrons ==== They can actually dies now and the shooting might be reigned it a tad. ^Faction Abilities^^ |Reanimation Protocols|Reanimate D3 'wounds' in Command Phase| ^Detachemnt Abilities^^ |Command Protocols|+1 to Hit while leader attached| ==== Orks ==== Trimmed down but more preparatory Waaagh. General stat buffs or lack of nerfs seemingly. ^Faction Abilities^^ |Waaagh!|Once-Per-Battle, Top-Of-Round, Lasts all round... Adv/Charge, +1 St/A, 5++| ^Detachment Abilities^^ |Get Stuck In|All Melee has //Sustained Hits 1//| ==== Space Marines ==== Solid stats. Ability to focus down a target. Seems like most play styles will be viable even from the little we've seen. ^Faction Abilities^^^ |Oath of Moment|Select enemy unit in ComPhase to RR everything into it|| ^Detachment Abilities^^^ |Combat Doctrines|Choose a doctrine in ComPhase, is active until your next ComPhase then it is gone.|| |:::| Devastator|Shoot after Advance | |:::| Tactical|Shoot/Charge after Fallback | |:::| Assault|Charge after Advance | ^Strats^^^ |Armor of Contempt|-1 AP for a round of attacks|| ^Enhancements^^^ |Artificer Armor|2+/5+++|| ==== Tau Empire ==== Have to work for plan out their shooting, but it can can get real good and more focused that the previous shoot gallery it was before. ^Faction Abilities^^ |For the Greater Good|A unit can be Guided by an Observer unit for +1 BS. **Markerlight** makes it //Ignore Cover//.| ^Detachment Abilities^^ |Kauyon|Round 3~5; //Sustained Hits 1//, Guided units gain //Sustained Hits 2//| ==== Thousand Sons ==== The Rituals are amazing and reliable. Ahriman is OP. ^Faction Abilities^^ |Cabal of Sorcerers|Non-Battleshocked **Psykers** generate Cabal points that are spent on Rituals that kinda replace traditional spells for them.| ^Detachment Abilities^^ |Kindred Sorcery|**Psychic** weapons gain a buff for a round: //Lethal Hits, Sustained Hits 1, or Devastating Wounds//| ==== Tyranids ==== Scary bugs are scary...and not so afraid of you. ^Faction Abilities^^ |Synapse|Extra die on Leadership tests w/in 6"| |Shadow in the Warp|OPG force all enemy leadership| ^Detachemnt Abilities^^ |Hyper Adaptations|bonus against certain unit types chosen at start of game| ==== World Eaters ==== Less reliable but still very powerful army rule on top of slightly better stats. ^Faction Abilities^^ |Blessings of Khorne|Roll dice buy 2 buffs| ^Detachment Abilities^^ |||