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40k:tenth_notes

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

  1. You must include at least one CHARACTER
  2. You can only include one of each named EPIC HERO
  3. You can only include up to three units of each datasheet
  4. However, you can include up to six units of each datasheet with the BATTLELINE or DEDICATED TRANSPORT keywords
  5. Each CHARACTER can only have one Enhancement, you can’t include more than three Enhancements in total, and these must all be different

Phases

CommandBoth players gain 1CP. Then any other Command Phase abilities. Then Battleshock
MovementReinforcement at end
ShootingPsychic attacks used here
ChargeMust end closer to target and B2B if possible.
FightEngagement 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.
AssaultCan fire after advancing (no penalty)
Assault RampDisembarked units can still charge after vehicle moves
BattlelineCan take 6 instead of 3 units
Blast+1A per 5models in target unit
Deadly Demise xxExplodes for xx mortal Wounds w/in 6“
Deep StrikeAdd to reserves for free with not turn limits
Devastating WoundsDamage converted to Mortal Wounds in Critical Wound
Extra AttacksUse 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
HazardousRolls of 1 kill a model or inflict D3 Mortal Wounds on Char/Mon/Veh
Heavy+1 to hit if stationary
InfiltratorsNo-Mans-Land deployment
Ignores CoverIgnores cover
Lance+1 to wound on charge
LeaderCharacter can attach to a unit
Lethal HitsCritical Hits auto wound
Lone OperativeCharacter cannot be targeted outside of 12”. Usually some criteria to be met to gain this ability
Melta xPlus 'x' damage in half-range
One Shotcan only fire once per game
PrecisionWeapon can target attached character
Psychicdoesn't seem to be more to the keyword than separating them out for specific buffs/debuffs
Rapid DeploymentEmbarked units can exit after vehicle advances
Rapid Fire xplus x shots in half-range
ScoutsCan pregame move. Dedicated transport can gain ability of embarked unit
StealthMinus 1 to hit with ranged
Sustained Hits xCritical Hits explode for x more hits
TorrentAuto-hit / flamer
Twin-LinkedReRoll 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

CratersInfantry wholly within gain cover
BarricadeInfantry ww/in 3“ gain cover. Charge terrain and 2” engagement.
DebrisAny model gains cover if debris is interviening at all.
Hills/SealedStructuresCover if not fully visible. Think vertical angle causing obscured view.
WoodsIf LoS passes through, then target is NFV and gets cover. Unless attacking model is wholly whithin area. Aircraft and Towering are expempt both ways.
RuinsIf 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 Faithmiracle dice…kinda similar
Detachment Abilities
The Blood of Martyrsbuffs 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'tah3 'stances' to be in fight phase. 1. Stay alive, 2. Kill more things, 3. Kill big things
Detachment Abilities
Aegis of the Emperor4+++/MW

Adeptus Mechanicus

Way simpler doctrina system. Possibly OP mortal wound generation.

Faction Abilities
Doctrina ImperativesShooting buff and -1AP in either deployment zone
Detachment Abilities
Rad BombardmentBattleshock 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 FatePool of dice to use, can be manipulated
Detachment Abilities
Unparallelled Foresight

Astra Militarum

Simplified order system. Still pretty solid.

Faction Abilities
Voice of Commandsimplified orders sysyem
Detachment Abilities

Chaos Daemons

Pretty similar to 9th rules so far. Daemons is daemons.

Faction Abilities
Shadow of ChaosZone of influence that buffs their leadership and regen, and debuffs opponent's
Daemonic PactChaos Ally rules. 1/4 of force and normal god limits.
Detachment Abilities
Warp RiftsCloser deepstrike if inside Shadow of Chaos

Chaos Knights

Feels like they are still gonna encourage lots of `dogs.

Faction Abilities
Harbingers of DreadRounds 1~5: -1Ld Aura12“
Rounds 3~5: +1 to wounds BS unit; -1 to be hit by BS unit
Detachment Abilities
Forged in Terror12” Aura of any under-strength makes BS test

Chaos Space Marines

Solid marine stats with optional buffs that can be risky.

Faction Abilities
Dark PactsLethal 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 Giftgrowing -1 Toughness arua
Detachment Abilities
Spread the SicknessSticky 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 ChivalricEither shoot bonus or move bonus. Deed to complete that give 3CP and Honoured status
Super-heavy Walker???
Misc…5++ for ranged
Detachment Abilities
Indomitable Heroes6+++ 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 AncestorsMore limited judgement system
Detachment Abilities
Ruthless Efficiencypre-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 ProtocolsReanimate 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 InAll 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 MomentSelect enemy unit in ComPhase to RR everything into it
Detachment Abilities
Combat DoctrinesChoose a doctrine in ComPhase, is active until your next ComPhase then it is gone.
DevastatorShoot after Advance
TacticalShoot/Charge after Fallback
AssaultCharge after Advance
Strats
Armor of Contempt-1 AP for a round of attacks
Enhancements
Artificer Armor2+/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 GoodA unit can be Guided by an Observer unit for +1 BS. Markerlight makes it Ignore Cover.
Detachment Abilities
KauyonRound 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 SorcerersNon-Battleshocked Psykers generate Cabal points that are spent on Rituals that kinda replace traditional spells for them.
Detachment Abilities
Kindred SorceryPsychic 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
SynapseExtra die on Leadership tests w/in 6“
Shadow in the WarpOPG force all enemy leadership
Detachemnt Abilities
Hyper Adaptationsbonus 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 KhorneRoll dice buy 2 buffs
Detachment Abilities
40k/tenth_notes.txt · Last modified: 2023/05/25 16:40 by matt