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===Universal Special Rules (USR)=== Rules in ''italic'' only require one model in a unit to work on the whole unit. *''Acute Senses'' - The unit may re-roll to see which table edge they enter from, should they be arriving from a random one (usually due to Outflanking attempts). *''Adamantium Will'' - The unit receives a +1 bonus to "Deny the Witch" rolls. *''And They Shall Know No Fear''- Now a universal rule instead of exclusive to Space Marines. Automatically pass all regroup tests, can move-shoot-assault normally after regrouping, and grants immunity to the Fear rule below. *Assault Vehicle - Units disembarking from transports with this USR may assault on the turn they do so, even if their disembarking was caused by the vehicles' destruction. All Open-topped transports are Assault Vehicles. Orks will be pleased. *Armorbane - Models or melee weapons with this USR rolls 2d6 to pen vehicles. Straken should have this. *Blast & Large Blast - These old standards work pretty much the same as 5e. It's noted however, that a Blast which scatters so that its central hole is off the table misses regardless of what's under the rest of it. Additionally, Blast weapons cannot fire Snap Shots (including Overwatch). *Blind - Shooting USR, target takes an initiative test, if failed, WS & BS are set to 1 until the end of their next turn. Do note, that models without Initiative value (i.e. vehicles) fail this test automatically ([[Tau|unless they are immune to blind]]) *Brotherhood of Psykers- Resolve Perils of the Warp against the character if he is alive/exists, or if not against a model in the unit if he is not. Use the character's LD if he is alive/exists, or the unit's if he is not. *Bulky - Counts as 2 models in transports. *Very Bulky - Counts as 3 models in transports. *Extremely Bulky - Counts as 5 (0_0) models in transports. *Concussive - Any ''model'' that's taken an unsaved wound from a Concussive weapon is reduced to Initiative 1 until the end of the next Assault phase. *''Counter-Attack'' - The unit may make a Leadership test whenever they're assaulted. Should they succeed then the unit receives a +1 Attack bonus as if they charged themselves. They don't receive any of the other bonuses for charging (Furious Charge etc.) and can't use this ability if they were already locked in combat. *''Crusader'' - Roll an extra d6 for run, and take the highest. Add d3 to sweeping advances total. *Daemon - The scions of the Warp get a 5+ invuln and the new Fear rule. Pity about Eternal Warrior though. *Eternal Warrior - Character with this rule is immune to the Instant Death rule. **He still can't take Feel No Pain (see below) against anything that would normally cause Instant Death. *Fear - In combat, before any blows are struck, the unit without this rule takes a leadership test. If it fails, it is reduced to WS 1 for the remainder of that assault phase. Fearless provides an immunity to this of course, as does And They Shall Know No Fear. It's worth noting that having the Fear USR does not make one Fearless by default however. *Fearless - Still provides an immunity to Pinning and Morale tests along with the new Fear rule and automatic passing of Regroup tests. However, Fearless unit cannot Go to Ground or choose to fail a Morale with "Our Weapons Are Useless!" No Retreat wounds are no longer taking which makes facing down large Ork mobs even scarier than before. *Feel No Pain - 5+ instead of 4+ (by default anyway, specific units may have different values). Only instant death ignores it (i.e. power weapons do not). *Fleet - no longer allows you to run and assault, it now allows you to re-roll your rolls to run and charge. *Fleshbane - always wounds on a 2+ against non-vehicles. *Force weapon - Works the same way, but you expend one warp charge to use it. This means more potent psykers can use their force weapon and cast a power. *Furious Charge - +1'''S''' on the charge. *Gets Hot - Same as before, except it now effects weapons on Vehicles as well. Infantry take their armor/invul save as before, while Vehicles take a 4+ save against it or lose a Hull Point. *Hammer of Wrath - Units with this USR get 1 auto hit when they charge into combat, at AP-, the model's unmodified S, and I10. *Hatred[_______] - In the first round of combat against the named foe, re-roll to hit. *Haywire - When shooting vehicles, Armor Penetration rolls are resolved differently: guaranteed Glancing hit on 2+, guaranteed Penetrating hit on a 6. *Ignores cover - Self Explanatory. *Instant Death - Unsaved wounds by this weapon caused instant death regardless of victim's Toughness. *Interceptor - At the end of the enemy movement phase, this gun may be fired at any unit that arrived from reserve, and is within Line of Sight and range, instead of firing during the next turn of the player who owns it. *It will not die - If the model has less that its full wounds or hull points, roll a d6. On a 5+ that model regains a wound or hull point. *Jink - 5+ cover save if the unit moved, 4+ if it moved flat out or turbo-boosted. *Missile-Lock - d6 scatter instead of 2d6. *''Monster Hunter'' - A unit containing one or more model with this USR rerolls failed to-wounds against Monstrous creatures and Flying Monstrous creatures. *''Move Through Cover'' - now ignores Dangerous Terrain. *''Night Vision'' - Ignores night fighting. *Poisoned- Same as before, but with new additional benefits: now Poisoned CC weps must reroll failed To Wound rolls if the wielder has equal to or higher S than the target's T. Additionally, Poisoned guns default to 4+ when unspecified, and have a default S of 1. *Power of the Machine Spirit- Now a universal rule instead of exclusive to Land Raiders; vehicles not moving flat out can fire 1 additional weapon, and it doesn't have to be at the same target as the other weapons. *''Preferred Enemy[_______]'' - When shooting or assaulting the named enemy, any To Hit and/or To Wound rolls of 1 can be rerolled. *Rage - now a good thing for some reason. Gives +2A on the charge in Assault, and doesn't make you move towards the nearest enemy. *Rampage - if a combat has more enemy than friendly models, the model(s) with rampage get +D3 attacks. *Shred - Reroll failed To-Wound rolls. *''Shrouded'' - +2 to cover saves, counts as having 5+ cover save even when standing in the open. *''Skilled Rider'' - Automatically pass Dangerous terrain tests, +1 to Jink saves. *Skyfire - Uses full BS against flyers but BS1 against non-flyers and non-skimmers. Interceptor rule negates this penalty. *''Slow and Purposeful'' - No longer counts as in difficult terrain. Identical to Relentless, but can't Run or Sweeping Advance. For vehicles, replace "can't run" with "can't Turbo or Flat Out". Also can't fire Overwatch. *Smash - All close combat attacks are AP2 (except hammer of wrath) and can halve attacks to double strength and re-roll armour penetration rolls. *Sniper - Now allows to allocate shots that scored a 6 on a To Hit roll. *''Split Fire'' - One model can shoot at a different target than the rest of the squad (if it passes a Leadership check first). *''Stealth'' - +1 to cover saves, cumulative with Shrouded. *Strafing Run - +1 BS to hit non-flyers and skimmers with assault, heavy, rapid fire or salvo weapons. Shots count as pinning, too. *Strikedown - Causes models hit by attacks with this rule to move as if in difficult terrain, and halves Initiative. *''Stubborn'' - Affects Pinning tests along with morale checks now. *Supersonic - Vehicles with this rule must Flat Out at least 18 inches, and up to 36. Supersonic Flyers can't Hover. *Swarms - Blast and Ordnance inflict two wounds instead of one. Swarms have Move Through Cover except they still test for Dangerous Terrain. *''Tank Hunters'' - Allows rerolls of failed penetration rolls, no longer a +1 pen. Also doesn't provide immunity to tank shocks. *Torrent - Weapons with this place a template within 12". *Twin-Linked - Now a special rule, provides the same effects. *Two-Handed - Weapons with this special rule allow no extra attacks from using two CCW's. *Unwieldy - [[Power Fist|Strikes at Initiative ''step'' 1]], unless a walker or monstrous creature. *Vector Dancer - Allows a 90 degree pivot at the end of the movement phase. Making the pivot disallows flat-out moves. *Vector Strike - Flying monstrous creatures can make d3+1 ap3 hits on a model they passed over while swooping. Counts as shooting one weapon. *''Zealot'' - Give the Fearless and Hatred USR's.
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