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==Unit Types== *''Infantry'' are the same as ever. Generic, without special rules, and only accompanied by other infantry and primarchs. *''Armiger'' units are similar to Dreadnoughts in that they're oversized vehicles that have stats like monsters. Poisoned and Fleshbane weapons must re-roll to wound them and they can shoot all guns in a turn, even after moving. Unlike Dreads, Armigers only get Stubborn. *''Automata'' represent the majority of the Mechanicum's forces. They are all Fearless and attacks from Poisoned and Fleshbane weapons must re-roll a successful wound roll. However, a unit that has any can't make Reactions and they can't be joined by anything except other Automata unless something overwrites this. **''Cybernetica'' units give Automata all the perks of something like a Dreadnought (shooting all weapons after moving without penalty, immunity to Initiative penalties when charging through cover) with the great drawback of Programmed Behavior (unless a Cortex Controller is nearby, this unit must shoot or charge the nearest enemy). Considering the power of automata, it requires you to pick which ones you want to keep an eye on while leaving the rest to fire on autopilot. *''Cavalry'' covers bikers, Land Speeders (a new addition to the list), and traditional cavalry. They can't be pinned and fall back 3d6". While they can move through difficult terrain at full speed, difficult terrain counts as dangerous terrain for them. *''Daemon'' models are, of course, for the Ruinstorm Daemons. They always gain a +1 Strength and Toughness bonus on turns 1 and 2, lose that bonus on turns 3 and 4, and take -1 to Strength and Toughness on turns 5 and 6, which worsens to -2 from turn 7 onwards. Daemons always have Fear (1) and are immune to it while always being able to rally automatically. However, they can't opt to fall back if they can't hit a vehicle and failing a morale check for any reason costs them d3 wounds. Force weapons are also Instant Death for them. *''Dreadnought'' models are now more like monsters than vehicles, gaining a toughness score and save instead of armor values. Like Automata, they are Fearless and attacks from Poisoned and Fleshbane weapons re-roll a successful wound roll. In addition, they can fire all their guns and count as stationary when doing so, meaning they can fire their assault cannons as part of an overwatch reaction. They can also charge after shooting even if their weapons would normally disallow it. *''Primarch'' can go without any further explanation. They're pretty packed with rules, coming stock as Independent Characters with Eternal Warrior, Fearless, IWND (5+), Bulky (4), and Relentless who must always be the army's warlord. They can never suffer any stat penalties (aside from wounds, of course) and thus always fire snap shots at their base BS. On top of that, any attacks the primarch makes in melee can be distributed on any enemy of the player's choosing, meaning you can always throw wounds at any special weapons hidden in the back. *''Vehicle'' models are as they have been, with unique firing arcs for their weapons and armor values for each side that weapons have to breach on a d6+Weapon Strength. AP2 and AP1 weapons add to this roll, which improves their effectiveness too. **''Bombard'' represents vehicles built to mount heavy cannons, such as the Cerberus. They have no restrictions on firing Ordnance weapons when moving at Combat Speed but can only fire a single Defensive weapon when moving at Cruising Speed. **''Fast'' vehicles are more mobile, always counting as moving at combat speed unless they move Flat-out (and they're the only vehicles that can do so). **''Flyer'' vehicles are pretty obvious. Aside from all the other vehicle rules, they can only use the Evade reaction and always begin play in reserves. Flyers can zoom, letting them move super-fast while still being able to shoot, but they have a minimum movement quota they can make unless they explode. ***''Hover'' gives a flyer a second mode of movement, allowing it to act like a Skimmer. ***''Lumbering'' flyers are essentially superheavy flyers like the Thunderhawk. This gives them all the defensive benefits of being a superheavy. **''Reinforced'' units are heavy tanks like the Kratos and Land Raider whose reinforced armor is better at surviving heavy damage. They ignore Crew Shaken and are not restricted to firing Snap Shots if affected by Crew Stunned (although they're still unable to move or pivot for the turn if they get that result). **''Skimmer'' vehicles like land speeders technically can move over any models and terrain but can never start or end a turn on them. Ending movement on such terrain forces them to make a dangerous terrain check. In addition, an immobilized result wrecks them. **''Slow'' vehicles are extra tanky, but...well, slow. They always count as moving at cruising speed but attacks against them roll an additional d6 for penetration, throwing out the higher roll. **''Super-Heavy'' vehicles represent LoW choices like the Fellblade or the Mastodon, only able to react against other superheavies. They always count as having never moved for the sake of shooting and can split their fire across multiple targets. The Explodes result merely deals d3 hull points of damage and any other vehicle damage results are ignored. If this vehicle dies, it immediately explodes, dealing an S7+d3 AP4 hit to anyone within 6+d6" and forcing a Pinning test if they survive. ***''Knights and Titans'' are essentially superheavies that can punch each other, can move over Infantry and Cavalry units, and perform Stomp attacks. **''Transports'', of course, transport a certain number of models, with the Bulky rule now giving you a distinct number of slots that a model can take up if they can take them. ===Unit Subtypes=== *''Character'' models remain the same as before, able to issue and accept challenges from other characters. *''Cybertheurgist'' units are capable of using Cybertheurgy Rites, exclusive to the Mechanicum. *''Line'' units are your basic grunts, the equivalent of ObSec in modern games. Each one always counts as a scoring and denial unit. *''Antigrav'' units represent stuff like jetbikes and Land Speeders. They can always fly over any terrain but can't start or stop any movement in impassible or dangerous terrain lest they take a dangerous terrain check. Antigrav units also can't benefit from cover saves. *''Artillery'' can go on things like Rapiers. These must be accompanied in a unit where there are models without this subtype or else they are removed as casualties. Taking one hobbles their mobility a lot, as they can't run or charge, can't react and are unable to make sweeping advances. Any sweeping advances flat-out kill them and they can never count as a scoring or denial unit. *''Guardian'' units can attach to other units despite any unit type limitations, which also means that they can join their charges in transports. Guardian models protect their owners from anything that targets characters like Precision Shots, meaning that they can protect from even Primarchs. However, these units must attach to characters, as otherwise they suffer -1 to Initiative and -2 to Movement while being disallowed from running. *''Heavy'' units largely represent heavily-armored things like marines with boarding shields and Cataphractii terminators. They can re-roll saves against template and blast weapons, but they can't run and any movement during a reaction must take a -1 penalty. *''Light'' units represent lightly-armored troops like Scouts. These units gain +1 to their run distance or any movement during a reaction (which stacks with rules like Fleet (X)) and can fire snap shots after running, but they can't take cover saves after running. *''Monstrous'' is for bulky things like Castellax and greater daemons. They can never be pinned and can always fire any weapons they have, counting as stationary when doing so. They can also charge regardless of any shooting attacks they make. *''Paragon'' units are the best of their kinds, most commonly seen on Paragons of Iron in the Mechanicum. These units cannot suffer any penalties to their stats like Primarchs. They can also fire any guns they want in a turn, even after moving. The only drawback, if you can even call it one, is that they cannot join any units. *''Psyker'' represents...well, psykers. *''Unique'' units are just that. You can only take one Unique unit of a given type in each army, though you can take two different units that each have the subtype. They are also restricted to whatever wargear is on their army list profile even if their Legiones Astartes (X) rule would normally let them use something else. *''Skirmish'' represents scouts and other units that rely on speed and cover to survive. They have a larger unit coherency range and improve their cover saves by 1. ===Universal Special Rules=== <div class="toccolours mw-collapsible mw-collapsed" style="width:90%"> Oh yeah, these are back too! And a lot of them got revamped to boot. Not helping is that there are rules not only in the main book, but also in the Libers. <div class="mw-collapsible-content"> *'''Adamantium Will (X+)''': Gone are the Deny the Witch rolls. All of them. In their place, ''Adamantium Will (X+)'' has been reworked to become an invulnerable save against any psychic weapons and force weapons. *'''Armourbane (X)''': Same as ever, this lets you add an additional D6 when rolling to penetrate a Vehicle, but it also lets you re-roll to wound Automata and Dreads, which are no longer Vehicles and are more like Monstrous Creatures. While it has a version for melee and ranged weapons, it also has a version for Melta weapons, which emulates the classic Melta dependence on firing them at half-range in order to work at maximum effectiveness. **As Armoured Ceramite is no longer a commonplace necessity, expect to see this used way more often. *'''Assault Vehicle''': Assault Ramps. Anyone who disembarks from this vehicle unless the vehicle also arrived in from deep-striking that turn can charge. *'''Barrage:''' Blast weapons that can fire at enemies they can't see but doing so means that they can't subtract their BS when rolling to see how far it scatters. If it fires multiple times, then any subsequent blasts that scatter have to be positioned that their pie plates are touching the original. **'''Rocket Barrage''': Weapons with this rule gain Rending (4+) and Pinning if the model equipped with the weapon didn't move in the movement phase. Lasts until the controlling player's next turn. *'''Battlesmith (X+)''': A model with this rule can forego shooting to repair Vehicles, Automata and Dreads they're next to or riding in. On a roll of X+, this model may restore a lost Wound/Hull Point, repair a destroyed weapon or repair an immobilized result. Note that this can't be used on any turn where the repairer is pinned or falling back. *'''Battle-Hardened (X)''': When registering whether an attack's Strength is enough to cause ''Instant Death'' to a target, this rule adds X to the target's Toughness, thereby potentially foiling the attempt. However, take note that this will not affect what the weapon has to roll to wound, which can be trouble in its own way. *'''Blast (X")''': Same as ever, pie plates are used to determine who is hit by this weapon, the X determining the size of the plate as opposed to the old Small/Normal/Large/Apocalyptic Blast of yore. You roll to see where it scatters, with the distance subtracted by the shooter's BS. *'''Blind''': Models hit by a weapon with this rule must pass an Initiative check or else be reduced to WS1 and BS1 until the end of their next turn. *'''Bulky (X)''': Replacing stuff like ''Very Bulky'' with numerical values for Terminators and Primarchs, models with this rule now count as X models when determining transport capacity. *'''Brutal (X)''': One wound with this weapon actually counts as being X wounds, meaning that this can be vital in taking down multi-wound models like Terminators that much quicker. **Note: This is '''wounds''' not '''hits''', so on 1 wound models is merely a higher chance to kill that model and is meaningless on 1 wound models if they wouldn't get a save anyway. Like Mortal Wounds, they can't spill over. *'''Chosen Warriors''': The rule most familiar to anyone with a command squad. Models with this rule can issue and accept challenges as though they were characters. *'''Concussive (X)''': Models wounded by a weapon with this rule (regardless of whether or not the wound was saved) must pass a Leadership check or suffer -X to their WS until the end of their next assault phase. *'''Counter-Attack (X)''': When a model with this rule is charged, they gain X extra attacks for this assault phase. Note that this has no effect when the charged unit is either already in combat or if they used the Hold the Line reaction. *'''Crawling Fire''': The fun Phosphex rule. After placing this blast, the pieplate can move 2" in the direction of any models so long as it lets them cover more things. *'''Crusader''': This model rolls an additional D6 when rolling for Sweeping Advance and discards the lowest roll. *'''Cumbersome''': Models fighting with a weapon using this rule can only make one attack using WS1. *'''Deadly Cargo''': Sometimes even a simple ding can cause a tank to go up in flames. If a vehicle with this rule loses a hull point in any way, roll a D6. It explodes on a 6 without question. *'''Deflagrate''': The Volkite rule. After resolving any wounds by a weapon with this rule, you score an additional number of hits equal to how many unsaved wounds were made. Of course, these new hits can't score more deflagration. *'''Deep Strike''': One of several ways to drop a unit during the middle of combat. *'''Destroyer''': Not only is this now a weapon type given exclusively to superheavy units, but it's also providing special rules as well. This is the replacement for last edition's Strength D - instead dealing an additional d3 Wounds/Hull Points worth of damage. *'''Duellist's Edge (X)''': Familiar to anyone using Charnabal weapons. When fighting in a challenge, this model improves their Initiative by X. **'''Reach (X)''': A more reliable rule, this just flat-out gives the Initiative bonus to anyone using them. *'''Eternal Warrior''': If a model with this rule suffers Instant Death, they only get their wounds reduced by 1 wound instead of dying outright. *'''Exoshock (X+)''': If a weapon with this rule scores a Pen on a vehicle, roll a D6; on an X+, this scores a second Pen. *'''Fear (X)''': Fear is now numerical. All enemies within 12" of this model must reduce their Leadership by X when making morale checks, regroup checks or pinning checks. [[Night Lords|Note that just because a model causes Fear it isn't automatically immune to it]], because that requires... *'''Fearless''': Auto-pass all pinning, regroup and morale checks and ignore Fear. However, models with this rule can never use reactions that grant a save or damage mitigation roll of any kind and can't fail a morale check if their weapons are useless. *'''Feel No Pain (X+)''': If this model takes an unsaved wound, you can roll an additional D6 and ignore the wound on a X+. *'''Fleet (X)''': When a whole unit with this rule runs, moves as a reaction or charges, they add +X to the total move distance. Note that if the unit has mixed Fleet values, then you need to pick the lowest - even if there is none. *'''Fleshbane''': This weapon always wounds anything that isn't a vehicle or a building on a 2+. However, recall that automata and dreadnoughts force these weapons to re-roll to wound. *'''Force''': Before attacking with a weapon using this rule, you can choose to make a Psychic check as if this were a power. If this check passes, then the weapon doubles its Strength. No longer as devastating as before, but it's still potentially quite dangerous, especially to units with the Daemon subtype, which it gains Instant Death against (along with the Strength bonus, making it better than before against those specific types). *'''Firing Protocols (X)''': This model can shoot X different weapons in the same shooting phase. *'''Furious Charge (X)''': This model adds +X to their Strength when they charge. *'''Gets Hot''': When shooting with this weapon, a natural 1 to hit (or a 1-2 to hit for a vehicle) deals an instant hit with an AP similar to the weapon. For template weapons, you only suffer it when you roll a D6 before attacking and suffer a 1. While most things can ignore it, cover saves and Shrouded don't. *'''Graviton Pulse''': Instead of rolling to wound, models hit by a weapon with this rule must roll under their Strength on a D6 or suffer a wound. If this was on a blast, then the ground under this pieplate counts as difficult and dangerous terrain. *'''Guided Fire''': This weapon doesn't need LOS to fire. *'''Hammer of Wrath (X)''': A model with this rule deals X AP- hits at the end of a charge, counting as happening on Initiative 10. *'''Hatred (X)''': An old classic, this model re-rolls to hit specific enemies during the first turn of a fight. *'''Haywire''': When this hits a vehicle, dreadnought or automata, roll D6 for effect. On a 2+, this deals a glancing hit/deals a wound that can only be negated by an invuln or damage mitigation. On a 6, this deals a penetrating hit/deals a wound that negates all saves. *'''Hit & Run''': A unit with this rule can opt to leave a fight at the end of an assault phase by passing an Initiative check. If passed, this unit moves 2D6+M" away from the enemy. *'''Independent Character''': As expected, this is a character that can join any other unit they want. *'''Infiltrate''': After everyone is set up, this unit can be placed anywhere on the board so long as it's at least 9" from the enemy. *'''Ignores Cover''': Look at the damn name. *'''Instant Death''': Any unsaved wounds from a weapon with this rule (or any weapon where its Strength is double the Toughness of the target) instantly kill the target. *'''It Will Not Die (X)''': This model can heal a lost wound on a X+ at the end of each turn. *'''Lance''': Any attacks by a weapon with this rule against a vehicle count any AV above 12 as just being 12. *'''Legiones Astartes (X)''': Just there to identify what Legion this unit is in, if at all. Note that X just means you can assign it to any legion. You can't mix Legions within a single detachment, they need to be taken as allied detachments instead. *'''Lingering Death''': The other fun Phosphex rule. After the blast is resolved, it remains on the ground, counting as dangerous terrain for anything that isn't a vehicle. *'''Loyalist/Traitor''': Only exist to strictly enforce that certain units or characters can only be fielded in Loyalist or Traitor armies. *'''Master-Crafted''': Same as before, this lets a weapon re-roll one hit roll. *'''Monster Hunter''': This model can re-roll to wound automata, dreadnoughts, primarchs and anything with the monstrous subtype. *'''Move Through Cover''': This model ignores difficult terrain. *'''Murderous Strike (X+)''': A weapon with this rule counts as being Instant Death on a X+ to wound. *'''Night Vision''': Negates Night Fighting and Shrouded saves. *'''One Use/One Shot''': This weapon has a single use before breaking into uselessness. *'''Outflank''': This unit can arrive from reserves using a Flanking Assault, emerging from the edge of the board. *'''Pinning''': A non-vehicle unit that isn't engaged and lacks Fearless hit by a weapon with this rule must pass a Leadership check or be pinned. Pinned units can only fire snap shots and can't react, making this way more dangerous when compared to before. *'''Poisoned (X+)''': Attacks against non-vehicle units always wound on a X+. While this can work on automata and dreadnoughts, you do need to re-roll to wound these units. *'''Power of the Machine Spirit''': This vehicle can split its weapons to fire on multiple enemies. *'''Precision Shots/Precision Strikes (X)''': A hit roll of X+ will hit the unit of your choosing. Shots is for shooting, Strikes is for melee. *'''Preferred Enemy (X)''': A model with this rule re-rolls 1s to hit and wound this unit. This works both with shooting and melee. *'''Rad-Phage''': The radiation rule. Any unit that suffers unsaved wounds from a weapon with this rule takes a permanent -1 to Toughness. While spamming Irad Cleansers and Rad Grenades doesn't work, anything else that messes with Toughness does. *'''Rage (X)''': This model gains +X attacks on the charge instead of just 1. *'''Rampage (X)''': If this model is outnumbered in a fight, they gain X extra attacks. Note that units with Bulky will count as however many models for the sake of this rule. *'''Relentless''': This model can fire Heavy and Ordinance weapons after moving, counting as they stood still. They can also charge after firing Rapid-Fire, Heavy and Ordinance weapons. *'''Rending (X+)''': When this weapon rolls a X+ to wound, the hit counts as if it were AP2. If used on a vehicle, a penetration roll of X+ adds +D3 to the attack's Strength with the AP remaining the same. **'''Breaching (X+)''' A scaled down version of Rending, seen mostly on plasma guns. This still counts as AP2 on a X+ to wound, but is now ineffective on vehicles. *'''Shell Shock (X)''': Pinning checks caused by a weapon with this rule must take a -X penalty. *'''Shock Pulse''': Vehicles, dreadnoughts and automata that are wounded/suffer a Pen from a weapon with this rule can only fire snap shots for the next turn. *'''Shred''': Now far more common on chainswords, this allows re-rolls to wound. *'''Scout''': After everyone is deployed, this unit can move forward (6" for infantry, artillery, dreads and automata, 12" for anything else) so long as they remain 9" away from the enemy. *'''Shrouded (X+)''': Another damage mitigation roll, made after failing the save. *'''Pathfinder''': A unit with at least one model that has this rule auto-passes dangerous terrain checks. *'''Skyfire''': A weapon with this rule hits Skimmers and Flyers at full BS but must snap fire to hit anything else. *'''Slow and Purposeful''': Like Relentless but this model cannot run, sweep, or make reactions. *'''Sniper''': This weapon always fires Precision Shots. Does not work on snap firing. *'''Specialist Weapon''': This weapon does not confer a bonus attack for dual wielding unless used alongside another Specialist Weapon. *'''Split Fire''': A unit with this rule can fire at as many different enemies as they have weapons. Unlike with 8E onwards, this is not on by default. *'''Sudden Strike (X)''': On the Charge, Improve Initiative by X, until the end of the assault phase. No bonus on Disordered Charges. *'''Sunder''': Re-roll to penetrate vehicles and buildings, keeping the second roll. *'''Strafing Run (X)''': When this Flyer shoots at anything that isn't a flyer, their BS improves by X. *'''Stubborn''': A unit where at least one model with this rule ignores penalties to Morale and Pinning checks and any Leadership penalties. *'''Support Squad''': This unit can't be used as a compulsory FOC choice. *'''Swarm''': Instead of being its own unit type, it's now a rule. This unit still suffers double wounds from any template or blast weapons. *'''Template Weapons/Hellstorm Weapons''': The Flamer classic. No rolls, it always hits anything the template falls under. If used for snap shooting at anything charging or within 8", then the weapon scores D3 hits. Of course, the Hellstorm template still exists, stuck to only seeing use on superheavies. *'''Torrent (X")''': The skinny end of the template can be within X" away from the firing model, allowing more flexibility in firing. *'''Twin-Linked''': Shooting with this weapon re-rolls to hit. Templates instead re-roll to wound. Blast weapons can re-roll the scatter die and distance, but you must take this second roll. *'''Two-Handed''': A weapon with this rule can never benefit from dual wielding. *'''Unwieldy''': Unless this unit is a dreadnought or monstrous, attacks from this weapon are made at I1. </div> </div>
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