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40k:tenth_notes [2023/05/22 12:50] – [Aeldari] matt40k:tenth_notes [2023/05/25 16:35] – [Universal Special Rules] matt
Line 70: Line 70:
 |Hazardous|Rolls of 1 kill a model or inflict D3 Mortal Wounds on Char/Mon/Veh| |Hazardous|Rolls of 1 kill a model or inflict D3 Mortal Wounds on Char/Mon/Veh|
 |Heavy|+1 to hit if stationary| |Heavy|+1 to hit if stationary|
-|Infiltrators|NoMansLand deployment|+|Infiltrators|No-Mans-Land deployment|
 |Ignores Cover|Ignores cover| |Ignores Cover|Ignores cover|
 |Lance|+1 to wound on charge| |Lance|+1 to wound on charge|
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 |Torrent|Auto-hit / flamer| |Torrent|Auto-hit / flamer|
 |Twin-Linked|ReRoll wounds| |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 (Rending 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.
 +
 +
  
  
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 ===== Faction Rules ===== ===== Faction Rules =====
 ==== Adepta Sororitas ==== ==== Adepta Sororitas ====
 +Mostly a lateral move from 9th it seems.
 ^Faction Abilities^^ ^Faction Abilities^^
 |Acts of Faith|miracle dice...kinda similar| |Acts of Faith|miracle dice...kinda similar|
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 |The Blood of Martyrs|buffs for being below strength| |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 ==== ==== Adeptus Mechanicus ====
 +Way simpler doctrina system. Possibly OP mortal wound generation. 
 ^Faction Abilities^^ ^Faction Abilities^^
 |Doctrina Imperatives|Shooting buff and -1AP in either deployment zone| |Doctrina Imperatives|Shooting buff and -1AP in either deployment zone|
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 |Warp Rifts|Closer deepstrike if inside Shadow of Chaos| |Warp Rifts|Closer deepstrike if inside Shadow of Chaos|
  
-===== Chaos Knights =====+==== Chaos Knights ====
 Feels like they are still gonna encourage lots of `dogs. Feels like they are still gonna encourage lots of `dogs.
 ^Faction Abilities^^ ^Faction Abilities^^
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 ==== Death Guard ==== ==== 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.+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^^ ^Faction Abilities^^
 |Nurgle's Gift|growing -1 Toughness arua| |Nurgle's Gift|growing -1 Toughness arua|
 ^Detachment Abilities^^ ^Detachment Abilities^^
 |Spread the Sickness|Sticky objectives that give NG Aura| |Spread the Sickness|Sticky objectives that give NG Aura|
 +
 +==== Grey Knights ====
 +^Faction Abilities^^
 +|||
 +^Detachemnt Abilities^^
 +|||
  
 ==== Imperial Knights ==== ==== Imperial Knights ====
Line 192: Line 218:
  
 ==== Orks ==== ==== Orks ====
 +Trimmed down but more preparatory Waaagh. General stat buffs or lack of nerfs seemingly.
 ^Faction Abilities^^ ^Faction Abilities^^
-|Waaagh!|???+|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 ==== ==== 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. 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^^ +^Faction Abilities^^^ 
-|Oath of Moment|Select enemy unit in ComPhase to RR everything into| +|Oath of Moment|Select enemy unit in ComPhase to RR everything into it|
-^Detachment Abilities^^ +^Detachment Abilities^^^ 
-|Combat Doctrines|modifiy shooting/charging debuffs based on doctrine| +|Combat Doctrines|Choose a doctrine in ComPhase, is active until your next ComPhase then it is gone.|| 
-^Strats^^ +|:::|  Devastator|Shoot after Advance 
-|Armor of Contempt|-1 AP for a round of attacks| +|:::|  Tactical|Shoot/Charge after Fallback 
-^Enhancements^^ +|:::|  Assault|Charge after Advance  
-|Artificer Armor|2+/5+++|+^Strats^^^ 
 +|Armor of Contempt|-1 AP for a round of attacks|
 +^Enhancements^^^ 
 +|Artificer Armor|2+/5+++||
  
 ==== Tau Empire ==== ==== Tau Empire ====
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 ^Detachment Abilities^^ ^Detachment Abilities^^
 |Kauyon|Round 3~5; //Sustained Hits 1//, Guided units gain //Sustained Hits 2//| |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 ==== ==== Tyranids ====
40k/tenth_notes.txt · Last modified: 2023/05/25 16:40 by matt