Editing
Waffle Edition 40K
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=SPECIAL RULES= ;<code>Agile</code>: <code>During the Shooting phase a Super-Heavy Walker or Gargantuan Creature with this rule may choose to:</code> :*<code>Fire all of its weapons.</code> :*<code>Fire only one of its weapons and then run.</code> :*<code>Fire no weapons and run twice.</code> :*<code>Fire no weapons and run once, though still be able to charge during the following assault phase.</code> ;<code>Agile Flyer</code>: <code>A Flyer with this special rule gains a +1 bonus to Cover Saves granted by the Jink special rule.</code> ;<code>Automated Backup/</code>Power of the Machine Spirit: In a turn in which the vehicle neither moves Flat Out nor uses smoke launchers, the vehicle can fire one more weapon at its full Ballistic Skill than normally permitted. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal rules for shooting. ;Barrage: All Barrage weapons use blast markers and consequently use the rules for Blast and Large Blast weapons, as indicated by their profile, with the following exceptions: :*<code>Barrage weapons fire as if they are an ordnance weapon for the purposes of determining where the blast lands.</code> :*Barrage Weapons can fire indirectly. This means that they can fire at a target that they do not have line of sight to and/or a target that is within the weapon’s minimum range (if it has one). When firing indirectly, the Ballistic skill of the firer is not subtracted from the scatter distance; unless a Hit! is rolled on the scatter die, the blast marker always scatters a full 2D6. :*To determine whether a unit wounded by a Barrage weapon is allowed a cover save, and when determining wound allocation, always assume the shot is coming from the center of the blast marker, instead of from the firing model. Hits against vehicles are always resolved against their side armour. :*<code>All Barrage weapons have the Pinning special rule.</code> ; Blast: : When firing a Blast weapon, <code>models roll to hit as normal. In the case of a successful hit, place the relevant blast marker with its hole entirely over the base of the target model (see diagram), or its hull if the target is a vehicle.</code> The hole at the centre of the marker must be within the weapon's maximum range. You cannot place the blast marker so that the base or hull of any friendly models is even partially under it. : The large area affected by the blast means it's going to be very hard to miss completely. Nonetheless, the shot might not land exactly where intended. : <code>If your model rolled a Miss, roll for the blast marker to scatter and subtract the firer's Ballistic Skill from the distance that it scatters, to a minimum of 1". In the case of rolling a ‘Hit’ on the Scatter Die, instead scatter in the direction of the small arrow on the die. Blast weapons with the Ordnance or Primary Weapon type do not roll to hit, they instead always scatter a number of inches equal to 2d6 subtracting the fire’s Ballistic Skill, to a minimum of 0”.</code> Note that it is possible, and absolutely fine, for a shot to scatter beyond the weapon's maximum or minimum range and line of sight. This represents the chance of ricochets, the missile blasting through cover and other random events. In these cases, hits are worked out as normal and can hit and wound units out of range and line of sight (or even your own units, or models locked in combat). If the shot scatters so that the hole in the centre of the marker is beyond the table's edge, the shot is a complete miss and is discarded. : Once the final position of the blast market has been determined, take a good look at it from above - the unit suffers one hit for each model with its base fully or partially beneath the blast marker. : Once the number of hits inflicted on the unit has been worked out, roll To wound and save as normal. Any unsaved wounds are then allocated on the unit as for a normal shooting attack. :;Blast Weapons and Rerolls ::<code>If a model can reroll with a Blast weapon, they reroll their dice to-hit with the weapon. If an Ordnance or Primary Weapon Blast weapon can reroll, they reroll both the distance and scatter die.</code> ;<code>Blank:</code>: <code>Psykers and Daemons, friend or foe, within 12" of a Blank have -3 Leadership, do not generate any Warp Charge (i.e. they do not add dice to their owning player’s Warp Charge Pool in the Psychic phase) and only harness Warp Charge points on a 6. A Blank can never be targeted or affected by psychic powers – other units in the Blank’s vicinity that are hit by beam or nova powers, or by Witchfire powers that use templates, are hit/affected normally. Any blessing or malediction psychic powers affecting a unit immediately cease to be in effect if the unit moves within 12" of a Blank or vice versa.</code> ;Blind: Any unit hit by a model or weapon with this special rule must immediately take an Initiative test. 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 <code>and only fall back D6</code> until the end of their next turn. Should the attacking unit hit themselves, we assume they are prepared and they automatically pass the test. ;<code>Bulletstorm/Bladestorm/Gausstorm</code>: <code>Bulletstorm/Bladestorm/Gausstorm weapons receive S+1 for every 6” closer than maximum range the target is from the firer, and -1 to AP at 6” or less. If a weapon has multiple profiles (such as Salvo weapons fired on the move) then the maximum range is considered to be the range of the profile fired rather than any other profile that the weapon has.</code> ;<code>Charge</code>: <code>This weapon can only be used on the turn that the model carrying it charges. It also grants +2 initiative when it is used.</code> ;Counterattack: If a unit contains at least one model with this special rule, <code>they may Counter-Attack as a charge reaction. Move the unit forward D6” reducing the total by the minimum number required so that the Counter-Attacking unit does not reach the charging enemy. If the charge is successful then the Counter-Attacking unit gains any bonuses for charging as well as the enemy unit.</code> ;<code>Courageous (formerly And They Shall Know No Fear)</code>: A unit that contains at least one model with this special rule automatically passes Fear and Regroup tests. When it Regroups, the unit does not make the 3" Regroup move, but can instead move, shoot (or Run) and declare charges normally in that turn. Furthermore, if a unit containing one or more models with this special rule is caught by a Sweeping Advance, <code>they do not suffer automatic hits</code>, but remain locked in combat instead. ;Deep Strike: : In order for a unit to be able to Deep Strike, all models in the unit must have the Deep Strike special rule and the unit must start the game in Reserve. When placing the unit in Reserve, you must tell your opponent that it will be arriving by Deep Strike (sometimes called Deep Strike Reserve). Some units must arrive by Deep Strike. They always begin the game in Reserve and always arrive by Deep Strike. :;Arriving By Deep Strike: Roll for the arrival of all deep striking units as specified in the rules for Reserves and then deploy them as follows: #First, place one model from the unit anywhere on the table, in the position where you would like it to arrive, and roll for scatter to determine the model's final position. If a vehicle scatters when arriving via Deep Strike, do not change its facing - it must continue to face the same direction as it did before you rolled for scatter. #Next, the unit's remaining models are arranged around the first one. Models must be placed in base contact with the first model in a circle around it. When the first circle is complete, a further concentric circle must be placed with each model touching the circle inside it. Each circle must include as many models as will fit. *Models deploying via Deep Strike treat all difficult terrain as dangerous terrain. : In the Movement phase during which they arrive, deep striking units may not move any further, other than to disembark from a deep striking Transport vehicle if they are in one. : Units deep striking into ruins are placed on the ground floor. Deep striking units count non-ruined buildings (except for their battlements) as impassable terrain. : <code>A Deep Striking unit can choose to resolve either it’s Shooting phase or Assault phase on the turn it arrives but not both.</code> In that turn's Shooting phase, these units can fire (or Run) as normal, and obviously count as having moved in the previous Movement phase. Vehicles, except for Walkers, count as having moved at Cruising Speed (even immobile vehicles). This can affect the number of weapons they can fire with their full ballistic Skill. :;Deep Strike and Transports: Units do not confer the Deep Strike special rule onto a Transport vehicle they are embarked inside. A Transport vehicle with Deep Strike may Deep Strike regardless of whether its passengers have Deep Strike or not. :;Deep Strike Mishaps: Deep striking onto a crowded battlefield may prove dangerous, as one may arrive miles from the intended objective or even materialise inside solid rock! If any of the models in a deep striking unit cannot be deployed, because at least one model would land partially or fully off the table, in impassable terrain, on top of a friendly model, or on top of or within 1" of an enemy model, something has gone wrong. The controlling player must roll on the Deep strike Mishap table and apply the results. If the unfortunate unit is also a Transport, the Deep strike Mishap result applies to both the unit and anything embarked within it. :;Deep Strike Mishap Table : 1. Terrible Accident: Teleporting units are lost in the warp, deep striking Jump units are shot down, or some other suitably dramatic event occurs. The entire unit is destroyed! : 2-3. Misplaced: The coordinates were inaccurate or the enemy has jammed your instruments. Your opponent may deploy the unit anywhere on the table (excluding impassable terrain, but including difficult terrain, which of course counts as dangerous for Deep Striking units), in a valid Deep Strike formation, but without rolling for scatter. Units embarked on a misplaced Transport can disembark during their Movement phase as normal. : 4-6. Delayed: Because of mechanical failure or enemy action, the reinforcements are delayed. The unit is placed in Ongoing Reserves. ;<code>Dodge</code>: <code>Grants an Invulnerable Save equal to the number in (). For example if the special rules say Dodge (4++) then that unit has an invulnerable save of 4++. If there is no number present then the model gets a 5++ invulnerable save. Said invulnerable save has no effect on Template, Blast weapons or when taking a hit after a successful Look Out Sir! roll.</code> ;Fear:<code>When a unit with this Special rule charges a unit that unit must take a Leadership test (called a Fear test). If the test is passed then the unit that was charged may choose it’s Reaction to Charge. If the test is failed then the unit must Fall Back as its charge reaction. Note that units can still only make a single Reaction to Charge per assault phase so make sure that you have the units with the Fear special rule charge first if you want to force your opponent to flee.</code> ;Fearless: Units containing one or more models with the Fearless special rule automatically pass Pinning, Fear, Regroup tests and Morale checks, but <code>cannot Dive for Cover as a reaction to shooting, flee as a charge reactions or</code> choose to fail a Morale check due to the Our Weapons Are Useless rule. If a unit has Gone to Ground and then gains the Fearless special rule, all the effects of Go to Ground are immediately cancelled. ;Fleet: 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). ;<code>Frenzy: (formerly Crusader)</code>: 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 Advances total (roll each time). ;Gets Hot : When firing a weapon that Gets Hot, roll To Hit as normal. For each To Hit roll of 1, the firing model immediately suffers a Wound (armour saves or invulnerable saves can be taken) - a vehicle instead suffers a glancing hit on a further roll of a 1, 2 or 3. :;Gets Hot and weapons that do not Roll to hit: Weapons that do not roll To Hit (such as Blast weapons) must roll a D6 for each shot immediately before firing. On a 2+, the shot is resolved as normal. :: For each roll of a 1, the weapon Gets Hot; the firing model suffers a wound (armour saves or invulnerable saves can be taken) and that shot is not fired. A vehicle instead rolls a D6 for each roll of a 1 to hit. On a roll of a 1, 2 or 3 it suffers a <code>penetrating hit that automatically causes a Weapon Destroyed result directed at the weapon that got hot.</code> :;Gets Hot and Rerolls :: If a model has the ability to re-roll its rolls To Hit (including because of BS 6+, or Twin-linked), <code>while the shot may be rerolled (and may score a hit), the wielder still takes a wound if the original roll or the reroll rolls a 1. If both roll a 1, the wielder only suffer the single wound.</code> ;Hatred: This rule is often presented as Hatred (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then the unit has Hatred against everyone. This can refer to a Faction, or a specific unit. For example, Hatred (Orks) means any model with the Ork Faction, whilst Hatred (Big Meks) means only Big Meks. A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of each close combat. <code>In addition, if charged by the Hated foe, this unit is immune to fear.</code> ;Haywire: When a weapon with this special rule hits a vehicle, roll a D6 to determine the effect rather than rolling Armour Penetration normally. <code>There are two numbers after the word Haywire. The first one is the roll that it glances on while the second number is the penetration roll. For example: Haywire 4+/6+ will glance on a roll of 4 or 5 and penetrate on a roll of 6.</code> ;<code>Immobile</code>: <code>An immobile unit cannot move under any circumstances. Any special rules that force it to move cause it to also take a single wound or glancing hit if the unit is a vehicle. A Vehicle with this special rule that sustains a Immobilized result on the vehicle damage table loses an additional Hull Point instead. Some Artillery units consist of mobile and Immobile units, should the mobile units fall back, all the models in the unit with the Immobile special rule are destroyed.</code> ;Melta: Ranged weapons with this special rule roll an additional die when rolling to penetrate a vehicle's Armour <code>and re-roll failed To Wound rolls</code> at half range or less. If the weapon is more than half its maximum range away, it rolls to penetrate <code>and wound</code> as normal. See the Vehicles rules for more details on armour penetration. ;Pinning: If a non-vehicle unit <code>is shot at</code> with a weapon with the Pinning special rule, it must immediately take a leadership test. This is called a Pinning test. :If the unit fails the test, it <code>must Dive for Cover as a reaction to shooting. Going to ground from a failed Pinning test does not provide the usual cover save bonus against the fire of the Pinning weapon that caused the test (or indeed from any other weapon fired by the same unit that phase).</code> :As long as the test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them. If a unit has already gone to ground, no further Pinning tests are taken. <code>If the unit that has been pinned has already made a reaction to shooting then they can not run when resolving the Dive for Cover.</code> :If the special rules of a unit specifies that the unit can never be Pinned, the unit automatically passes Pinning tests. Such units can still <code>Dive for Cover</code> voluntarily if they wish. ;<code>Repair</code>: <code>A model with the Repair Special Rule that’s in base contact with a damaged vehicle during the Shooting phase may attempt to repair it instead of firing one of its ranged weapons, unless the model is falling back, has gone to ground or is suffering from a Crew Stunned or Crew Shaken result. Roll a D6 and add the repairing models remaining HP or Wounds. If the result is 6 or more, then restore a Hull Point or repair a Weapon Destroyed or Immobilized result is (owning player’s choice). Vehicles with the Repair Special Rule can repair themselves.</code> ;Scout: 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 choose to redeploy. If the unit is Infantry Artillery a Walker or a Monstrous Creature, each model can redeploy anywhere entirely within 6" of its current position. If it is any other unit type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts must remain more than 12" away from any enemy unit. A unit cannot embark or disembark as part of a Scout redeployment. :If both sides have Scouts, roll-off, the winner decides who redeploys first. Then alternate redeploying Scout units. :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. :This rule also confers the Outflank special rule. ;Slow and Purposeful: A unit that contains at least one model with this special rule cannot Run, Turboboost, move Flat Out, perform Sweeping Advances, <code>react to shooting or react to charges</code>. They can however, shoot with Heavy, Salvo and Ordnance weapons, counting as stationary even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordnance, Rapid Fire or Salvo weapons. ;Sniper: If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, each To Hit roll of a 6 results in a Precision Shot. Furthermore, 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. <code>In addition, if the Strength of the weapon is the same or higher than the Toughness of the victim, the wielder must re-roll failed rolls To Wound for shooting with this weapon. Sniper weapons also have the Pinning and Rending special rules.</code> ;<code>Sunder</code>: <code>Weapons with this special rule may re-roll all failed Armour Penetration rolls.</code> ;<code>Terror</code>: <code>Any Morale, Fear, Regroup (when charging a unit that is falling back) and Pinning tests caused by a model with this special rule must be taken at a -1 leadership penalty. In addition, this model has the Fear special rule.</code> ;Torrent: A weapon with this special rule is treated like any other Template weapon, but when firing it in the Shooting phase, place the template so that the narrow end is within 12" of the weapon and the wide end is no closer to the weapon than the narrow end. <code>Some Torrent weapons have a range in brackets. For these weapons, the template’s narrow end can be placed within the range in brackets but the weapon otherwise follows all other rules for Torrent weapons.</code> ;Vortex: A weapon with this special rule is a Destroyer weapon and uses a blast marker of some type (e.g. blast, large blast, massive blast, etc). Place the appropriate marker, roll for scatter and apply damage. For determining Wound allocation, always assume the shot is coming from the centre of the marker, in the same manner as a Barrage weapon. The marker for a Vortex weapon is not removed from play after damage has been resolved. Leave it in play on the tabletop. The marker is impassable terrain as long as it remains in play. At the beginning of every subsequent player turn, the marker scatters 2D6" (use the little arrow if you roll a Hit!). If a double is rolled, the marker is removed from play instead. Any unit <code>passed over by the moving marker</code> is hit. Apply damage as described above. ;<code>Sunder</code>: <code>Weapons with this special rule may re-roll failed Armour Penetration rolls against fortifications and immobile structures. Attacks made by weapons with this special rule also add +1 to any result rolled on the Building Damage chart. </code>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information