Command | Both players gain 1CP. Then any other Command Phase abilities. Then Battleshock |
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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.
OC becomes '0' Cannot use Strategems Must take Desperate Breakout test to Fallback
USR | Description |
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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…
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.
The concept of 'Fully Visible' is what most of this hinges on now. Not in leak.
Benefit of Cover = +1 save
Craters | Infantry wholly within gain cover |
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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 |
Mostly a lateral move from 9th it seems.
Faction Abilities | |
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Acts of Faith | miracle dice…kinda similar |
Detachment Abilities | |
The Blood of Martyrs | buffs for being below strength |
Tough as ever. Seems like they will still have a lot of tricks to make 3 models feel like 10.
Faction Abilities | |
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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 |
Way simpler doctrina system. Possibly OP mortal wound generation.
Faction Abilities | |
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Doctrina Imperatives | Shooting buff and -1AP in either deployment zone |
Detachment Abilities | |
Rad Bombardment | Battleshock or MW enemy deployment with sustained MWs each round |
Possibly OP fate dice mechanic. Though models are pretty fragile still.
Faction Abilities | |
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Strands of Fate | Pool of dice to use, can be manipulated |
Detachment Abilities | |
Unparallelled Foresight |
Simplified order system. Still pretty solid.
Faction Abilities | |
---|---|
Voice of Command | simplified orders sysyem |
Detachment Abilities | |
Pretty similar to 9th rules so far. Daemons is daemons.
Faction Abilities | |
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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 |
Feels like they are still gonna encourage lots of `dogs.
Faction Abilities | |
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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 |
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 | |
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 |
Faction Abilities | |
---|---|
Detachemnt Abilities | |
Bondsman is still around so a mix of knights seems the encouraged way to play. Canis Rex is a beast.
Faction Abilities | |
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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 |
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 |
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 |
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 |
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+++ |
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 |
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 |
Scary bugs are scary…and not so afraid of you.
Faction Abilities | |
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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 |
Less reliable but still very powerful army rule on top of slightly better stats.
Faction Abilities | |
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Blessings of Khorne | Roll dice buy 2 buffs |
Detachment Abilities | |