Warhammer 40,000/10th Edition Tactics
This page is meant to index pages for the Warhammer 40,000 tactics dumps, and also acts as a repository for more general 40k tactics.
This is the current 10th Edition's General tactics. 9th Edition Tactics are here.
Significant Changes[edit]
- WS/BS, S, and Attacks are now integrated into each weapon's statline, trimming down on the need for monsters to have double-attack rules or heavy weapons with hit penalty rules, but also making some other rules more complex (due to models and units no longer having those as stats) and/or weirdly contradictory (e.g. unit leaders used to have +1A; now either they don't even if the rules devs wanted them to, or it's accomplished by adding a special melee weapon for only the leader).
- Leadership has gone from a roll-under to a roll-over setup, with the sample Marine's Ld7 being made into Ld6+.
- Battle-shock is now resolved at the start of your command phase. All your Units Below Half-strength must roll.
- With 40k filled with too many units that know-no-fear, it was silly how we had an entire rule taken from Warhammer fantasy battles about soldiers fleeing mid-frights that the majority of armies would never do in-game or lore-wise. Reworked to make units suffer shellshock instead of spontaneous 'tactical retreat', and suffer several debuffs: 0 OC, make Desperate escape test when falling back, and unaffected by friendly Stratagems.
- Battle-shock is now resolved at the start of your command phase. All your Units Below Half-strength must roll.
- Objective Control (OC) is a stat that will show how many models a single model in your squad represents when capping objectives. Battleline units tend to have an OC of at least 2, while tanks and monsters can go up to 5. Questoris Knights have OC 10. Warlord Titans have OC 30.
- Grenades are now relegated to a keyword, just like the Smokescreens before them.
- Vehicles and monsters have higher toughness. Most infantry-held weapons now only wound them on 5+s with few exceptions (and on top of that, high AP weapons are less common so armor saves are more important).
- Psychic phase no longer exists. Psychic powers take effect in whichever phase is specified by the power itself, and each psyker has a preset list of powers, usually including weapons - you can't pick which powers a given psyker knows. Deny the Witch is gone entirely.
- Points costs are extremely consolidated - Gear doesn't cost shit anymore, as it's all factored into the unit's profiles. However, you have to pay for size locked squads (I.E. a 9 man Intercessor squad to accompany a captain in a drop pod costs as a 10 man squad, the last man is just lost) , but enhancements now cost points like relics used to.
Core Stratagems[edit]
Category | Name | CP Cost | When | Target | Effect |
---|---|---|---|---|---|
Battle Tactic | Command Re-Roll | 1 | Any, just after rolling | None | After rolling a Hit, Wound, Damage, Advance, or Charge roll, or a Desperate Escape or Hazardous test, or a saving throw or the roll to determine the number of attacks for a weapon, re-roll the entire roll. |
Go to Ground | 1 | Opponent's Shooting, just after an enemy unit selects targets | 1 infantry unit selected as a target by the enemy unit | Target unit gains a 6++ and the benefit of cover. | |
Epic Deed | Epic Challenge | 1 | Any Fight, just after selecting a Character unit that is Engaged with an Attached unit to fight | 1 Character model in the target unit | Target gains Precision on all of its attacks so they can easily take out another attached character. |
Insane Bravery | 1 | Your Command, just after failing a Battle-Shock test | Unit that failed the test; this stratagem ignores the rule preventing it from affecting said unit | The unit passes the test. | |
Strategic Ploy | Counter-Offensive | 2 | Any Fight, just after an enemy unit fights | 1 friendly engaged unit that has not fought yet | Target unit fights next. |
Fire Overwatch | 1 | Opponent's Movement or Charge, just after an enemy unit is set up or starts or ends a Normal, Advance, Fall Back, or Charge move | 1 friendly unit within 24" of said enemy unit and that would be eligible to shoot if it were your Shooting phase; 1/turn | Target shoots said enemy unit as if it were your Shooting phase, except unmodified 6s to hit are required to score a hit. This means (for now) Torrent weapons cause an unsolvable rules paradox: Torrent says they automatically hit and this stratagem says they automatically miss due to not making a hit roll. | |
Heroic Intervention | 2 | Opponent's Charge, just after an enemy unit ends a Charge move | 1 friendly non-vehicle or walker vehicle unit within 6" of the enemy unit that just charged and which would be able to charge said enemy unit were it your Charge phase | Target unit declares a charge that only targets said enemy unit and resolves it as if it were your Charge phase. | |
New Orders | 1 | Your Command, at the end; 1/battle | 1 of your active Secondary Mission cards | Discard it and draw 1 new Secondary Mission card. | |
Rapid Ingress | 1 | Opponent's Movement, at the end | 1 friendly unit in Reserves | Target arrives as if it were the Reinforcements step of your Movement; does not allow the target to arrive on a battle-round it otherwise could not arrive in. | |
Tank Shock | 1 | Your Charge | 1 friendly vehicle unit | Until the end of the phase, when the target ends a charge move, select 1 enemy unit within Engagement, then select 1 melee weapon on the target. Roll Sd6, where S is the weapon's strength, plus 2d6 if the weapon's Strength beats the enemy unit's Toughness. Each 5+ inflicts a mortal wound on the enemy unit, to a maximum of 6 mortal wounds.
| |
Wargear | Grenade | 1 | Your Shooting | 1 friendly non-Engaged Grenades unit that has not been selected to shoot yet | 1 visible non-Engaged enemy unit within 8" of the target suffers mortal wounds: roll 6d6, each 4+ deals a mortal wound. |
Smokescreen | 1 | Opponent's Shooting, just after an enemy unit selects targets | 1 friendly smoke unit that was selected as a target of said enemy unit | Until the end of the phase, target has the benefit of cover and the Stealth rule. |
USRs[edit]
After spending two entire editions trying to negate them, GW finally decided to reintroduce Universal Special Rules once more. Alongside these rules is also the introduction of "Critical Hits" and "Critical Wounds", which pretty much stand for rolling unmodified 6s for hits and wounds respectively.
Certain keywords are commonly referenced in the core rulebook, turning them into USRs in their own right:
- aircraft: Can't charge, and significantly different Movement: can't Remain Stationary, Advance, or Fall Back, and can make a Normal Move while engaged. Normal Moves must consist of at least 20" of movement in a straight line with no upper limit, followed by an optional pivot of up to 90 degrees; if any part of this movement would cross a table edge, the model leaves the table and enters Strategic Reserves. Furthermore, whenever it enters Strategic Reserves, it will always arrive "in your next turn", apparently allowing (and forcing) them to violate the normal restriction against this on your first turn. Note that all models with this keyword also have fly and monster/vehicle in practice.
- fly: you can move over enemy models (including their engagement ranges, and you can do so during a Fall Back move without needing a Desperate Escape test) and measure movement in straight lines, rather than sticking to the tabletop. The current rules for this contradict the rules for monsters/vehicles, but it seems clear that the rules for this keyword are intended to beat the other, so a fly monster/vehicle can move over friendly monsters/vehicles.
- monster/vehicle: Can't move over friendly monsters/vehicles. Can shoot or be shot while Engaged, with a -1 penalty to the hit roll unless the weapon as pistol.
- titanic: Can Fall Back through enemy models without needing to make Desperate Escape tests.
- Deadly Demise X: New name for the various rules for Vehicles exploding and thus on tanks and some monsters. If this unit dies, roll 1d6; on a 6, it deals X mortal wounds to every unit within 6".
- Deep Strike: After spending all of 8E and 9E trying to reword it in a million fancy rules, they're now back to where they started. The reserves these units hide in are the same as the strategic reserves, with a cap of 250/500/750 depending on the game's size. Units that deep strike can be set up at least 9" from an enemy.
- Fights First:...um, duh. This unit always fights before an enemy unless they also have this same rule.
- If the subfactions are getting trimmed as much as we fear they are, we might be seeing this rule as much as we used to.
- Firing Deck X: Despite 8th Edition mostly doing away with it, firing ports are back. Some transports let you have X models inside it hand their gun to the transport to fire, so it once again means your chimeras and especially your trukks can do a lot more now.
- Hover: Certain aircraft can choose to deploy in Hover mode, giving up the keyword (with all of its benefits and drawbacks) in exchange for having a fixed M of 20" and the ability to start on the table.
- Infiltrators: This unit can be set up anywhere on the board at least 9" away from the enemy DZ and from any enemies.
- Invulnerable Save X+: This is still kicking around, but now the datacard makes it more obvious with a big shield instead of just a line in the rules.
- Feel No Pain X+: Another rule that didn't need a hundred different rewordings. It's another "save" you can take after getting damaged, but you have to save against each point of damage individually, just like the Emperor intended. Note that despite working like a save, it isn't one, so abilities that interact with saves, like Mortal Wounds being Mortal or a rule that lets you re-roll saves, won't apply.
- This can be limited based on what inflicted the damage, e.g. only against mortal wounds or only against psychic attacks.
- Leader: Pretty much explains which characters can attach themselves to units. Unlike prior editions, each character will only have an explicit list of units which they can attach themselves to. Any attacks against this squad will be resolved using the attached unit's stats over the leader's.
- Lone Operative: Prevents certain heroes from being shot at unless they're within at least 12" of the shooter.
- Psychic: With the psychic phase gone, this is your only way to indicate what weapons and rules are psychic powers, meaning that it applies to Force Weapons again. However, it no longer really does anything than indicate that a certain weapon or ability is psychic in nature, in case you have something that can ignore it like a Sister of Silence.
- Scouts X": Yet another rule that got too many variants. Lets a unit move X" after deploying but before the game begins.
- Stealth: Enemies shooting at this unit suffer -1 to hit. Not quite cover, but it can still stack. One of the few rules that requires all models in a unit to have it.
Weapon USRs[edit]
- Blast: You get +1 attack for every 5 models in the target unit. For instance, shooting a 10-man strong unit with a blast weapon which has natively D3 attacks will net you D3+2 attacks. However, this can't be used when in engagement range, even on a tank or a monster, and it ignores cases where multiple "bodies" share one model, like an Imperial Guard Heavy Weapons Team.
- While vehicles can fire any guns while engaged, weapons with this rule are the sole exception.
- Extra Attacks: Lets you use an additional weapon after fighting in melee. Likely to be saved for any special melee pairs, like whatever the greater daemons use or a Succubus's shardnet+impaler.
- Hazardous: The new edition of Gets Hot!, but even more dangerous since it also incorporates Perils of the Warp. After a unit finishes attacking, roll 1d6 per Hazardous weapon used; a 1 kills a model armed with a Hazardous weapon, though Character, Vehicle, and Monster models just suffer 3 Mortal Wounds. Note that unlike in every previous edition, this does not scale with shots per weapon.
- Ignores Cover: If you need to ask what this does, it ignores the rock you've been living under for the last nine editions.
- Indirect Fire: Your mortar and artillery rules. Lets you shoot at non-visible units at a -1 to hit, and the target receives cover (though it will often be paired with the Ignores Cover rule).
- One Shot: Single-use weapons. Once it's used, it's done.
- Precision: Better known as Sniper or Precision Shots/Hits, allows a successful wound to ignore the typical wall of bodies to pick out a single character model in any Attached unit to hit (i.e. having at least 1 Leader is required, but any character model can be chosen, including one from the Bodyguard unit). Requires you to wound, but does not require a specific wound roll.
- Torrent: Given to spray weapons like the Flamer, granting them their auto-hit properties.
Based on Movement[edit]
- Assault: Like last edition, Assault Weapons can be fired after advancing. Unlike last edition, doing so no longer inflicts any penalties to hit.
- Heavy: Weapons with this rule can be fired on the move, but they add +1 to hit if the model hasn't moved before shooting/fighting. Does absolutely nothing when combined with Torrent.
- Lance: Here meaning actual lances, not something like a Brightlance. If this unit charges, they gain +1 to wound. Poor synergy with Lethal Hits.
Based on Range[edit]
- Melta X: Meltaguns and other Melta-adjacent weapons always worked better at half-range anyway. This adds +X to the gun's damage if you fire it within half its listed range.
- Rapid Fire X: A mix between how last edition did it and the Orks' Dakka weapons. If this gun is fired at half-range, they now add +X extra attacks instead of automatically doubling the number of attacks it makes.
- Pistol: Allows pistols to shoot while in engagement range. However, they can't be shot alongside any other non-pistol guns unless you're using a Monster or Vehicle.
Based on Hit Roll[edit]
- Conversion: Remember how Conversion Beamers were actually better the further away they were from the target? This makes any unmodified successful hit rolls of 4+ on a target over 12" away count as a critical hit, i.e. they will succeed automatically even if a negative modifier would otherwise stop them, in addition to triggering other Critical Hit USRs you have, if any. This is based on both your hit roll and range, but is listed here because of its incompatibility with Torrent.
- Lethal Hits: Any critical hits automatically wound, and hence can't critically wound to trigger anything like Devastating Wounds.
- Sustained Hits X: Rolling a critical hit deals +X additional hits. Seems stuck on very rapid-fire weapons like Shuriken Cannons and Heavy Bolters.
Based on Wound Roll[edit]
- Anti-KEYWORD X+: Any attacks against a unit with the mentioned KEYWORD that roll an X+ to wound count as being critical wounds.
- Devastating Wounds: Rolling critical wounds makes any damage the attack deals mortal wounds. Can give otherwise outgunned squads the ability to threaten tanks, demons, dodgy space elves, etc.
- Twin-Linked: Back from the dead, this lets you re-roll to wound. Even better, this can now be applied to melee weapons in some cases where the model is dual-wielding, like Lightning Claws.
Unnamed[edit]
Like in the past two editions, there are rules many armies copy and for no discernible reason, GW refuses to accomplish this via USRs. The following rules can be found across many units and factions, but they will be named something different every time.
- CP Refund X+: Each time you target this (model's) unit with a Stratagem, roll 1d6; on an X+, you gain 1 CP.
- Free use of X Stratagem: Unit may use x stratagem for 0 CP. In addition, This use don't count against once per phase limited each Stratagem has.
- Stronger version allows for any for 0 CP.
- Objective Dice: At the end of your Control Phase, for every objective you control with at least 1 unit with this rule, roll a die and add it to your army's dice pool. Found on armies that have dice pools as their mechanic (Eldar and Sisters of Battle).
- Objective CP X+: The same rule for armies that don't have dice pools; the rolled die will gain you 1 CP on an X+, subject to the usual maximum of 1.
- Objective-linked X: When this model makes a X attack, re-roll a wound roll of 1; if the unit being attacked is within range of an objective, re-roll wound rolls. X is melee or ranged.
- There is a rare nerfed version of this that only upgrades to full re-rolls if you don't control the objective in question.
- Objective Super-secured: If this (model's) unit controls an objective at the end of your Command Phase, it remains under your control until your enemy controls it.
- There is a rare improved version of this which also extends the ability to any transport carrying the unit.
- Deep Strike Closer: Deep strike but can choose to set up within 3" horizontally away from all enemies but can't charge that turn.
- obviously Good on the rare hypothetically combo with ridiculous short-range pistoles, but will see more use getting around normal deep strike denial tactics.
- Extra tough: when targeted by an attack with strength greater than the model's toughness, -1 to the wound roll.
Playing the Game[edit]
Core Concepts 101[edit]
Sequencing: When resolving multiple rules at the same time, if it is a player's turn, that player determines the order. If it is not, the players roll off to determine who determines the order for all rules applying at that moment.
Modifiers 101[edit]
For now, at least, the only rule 10E has for the correct order to apply modifiers in is the sequencing rule. So, for example, if a unit is Battle-Shocked (set OC to 0) and under a +1 modifier to OC, the unit will be OC0 on the enemy turn and OC1 on the friendly turn.
Command Phase 101[edit]
Command 101[edit]
Both players gain 1 CP, and then resolve all rules that resolve in the Command Phase. This means even a rule that says it resolves "at the X of the Command Phase" resolves now, even if X is "beginning" (you get your 1 CP first and so does your opponent) or "end" (you don't resolve Battle-Shock yet).
Battle-Shock 101[edit]
If any of your units on the battlefield are Below Half-Strength (remember, if your Starting Strength is 1, Below Half-Strength means below half wounds), they have to pass a roll on 2d6 as shown on their datacard under "Ld" (for a combined unit, use the best, i.e. lowest displayed number, Ld in the unit) - e.g. if you see 7+, 7+ is a pass. On a failure, the unit is Battle-Shocked until the start of your next Command Phase, meaning:
- The OC stat of every model in it is set to 0.
- If it Falls Back, every model in it must take a Desperate Escape test (see Movement).
- Its controlling player can't "affect" the unit with Stratagems.
- This is word salad relative to the other game rules; in the general case, it's not clear when a stratagem is "affecting" or not a "unit" or not. For example, Tank Shock only targets one of your own units, but 100% of the stratagem's effects apply only to an enemy unit. Is the target unit "affected"? For another, Command Re-roll has no target at all, but can explicitly be applied to a single model or a single attack. If a model is affected, is its unit? If an attack is affected, is its model? Until this is FAQed, expect a lot of skub.
Your base odds of passing battleshock based on your listed Ld:
- 100%
- 100%
- 97%
- 92%
- 83%
- 72%
- 58%
- 42%
- 28%
- 17%
- 08%
- 03%
- 00%
Movement Phase 101[edit]
If you have a unit outside of engagement, they can either move normally, advance (adding d6" to the unit's movement and barring them from charging or firing any guns that lack Assault) or sit still.
- This is also where you can enter or leave transports, with the former essentially only triggering if your unit's within 3" of a transport while the latter only happens at the start of the phase. While the vehicle can move as usual, the unit that just left will count as if they had just moved and thus will be unable to charge.
- If a transport blows up, you need to roll a d6 for every model inside it, with each 1 dealing a mortal wound. The unit will then immediately leave the transport and become Battleshocked.
If you have a unit engaged in combat, they can stay where they are or fall back, forcing them to move away from the enemy they were just fighting and being unable to shoot or charge afterwards.
- If your unit's been Battleshocked or is moving through another enemy unit, you now have to account for the Desperate Escape test. These force you to roll a d6 for each model in the unit, with a 1 or 2 meaning that the enemy just cut that model down as they were fleeing.
Ruins and Movement[edit]
infantry and beasts (but not infantry riding beasts, i.e. cavalry, for some reason) can move through ruins like they aren't there and end a move on any floor provided they don't overhang; fly models can do the latter.
Objectives and Movement[edit]
No model can end a move "on top of" an objective marker, not even Aircraft, and objective markers have no shape defined in the rules; this means, pending a rules update, you can engage in nonsense like making donut-shaped objective markers with your units inside the donut hole, preventing enemy units from existing nearby (especially potent for giving yourself absolute immunity to being charged by making the donut 1.01" thick). That said, GW "recommends" that objective markers be 40mm diameter "round markers", so expect most players to insist on 40mm circles. Objective marker height impacts determining visibility but not movement, as models can always move through objective markers as if they weren't there.
Reserves 101[edit]
As with last edition, you can abstain from deploying certain units and store them in Strategic Reserves to deploy later. Unlike last edition though, you have a points cap on how many units you can throw in here (250/500/750 points or 25% of the total army cost) since Power Level got axed. Of course, units with Deep Strike do not count as part of this allotment.
Regardless of how they got there, you can deploy any units in reserves at the end of the Movement phase. Any such units that get deployed count as if they had just moved - which isn't nearly as troubling as in prior editions as any Heavy weapons can still fire after moving. While all units cannot be within 9" of an enemy unit, units coming from Strategic Reserves need to stay at within 6" of a table edge and not within the enemy DZ (on round 2) or just within 6" of a table edge (on round 3+).
Shooting Phase 101[edit]
Charge Phase 101[edit]
Fight Phase 101[edit]
Modes of Play[edit]
- Combat Patrol: Capitalizing on all those premade detachment boxes, this lets you play with one immediately with special rules provided in the box. The tradeoff is that you can only use what's in the box to make the army and they all use dumbed-down versions of their datasheets.
- In another case of GW just outright lying, they mention that the CP boxes are ways for you to immediately start playing and using everything in the box, and that everything would be "balanced"; some of the boxes are clearly more overpowered than others (here's looking at you, box of 20 Tzaangors), and so to compensate, some of the boxes have "either/or" Elite options, like the Grey Knights/Custodes boxes, meaning that even if you shelled out for the entire box, at least one of your big options is staying on the shelf.
- Boarding Actions: Returning from last edition, now a clear prototype of what was to come.
- While largely similar now, your universal stratagems are now cut to Command Re-Roll, Insane Bravery and Counter-Offensive. However, you gain a new stratagem in Battlefield Command, which allows a Character to share any buffs from leading a squad to any such models within 6".
- Incursion/Strike Force/Onslaught: The big battles and the least constrained.
Tempest of War[edit]
So rather than full pages of battleplans, you're now getting them set up in decks of cards. Alongside the deployment rules, primary mission objectives and mission rules (generally special conditions for a game, likely to cover something like Night Fighting), you've now got secondary objectives (now differentiated between attacker and defender rather than last edition's categories) as well as Gambits (end-game objectives that let you ditch your primary objective for some very risky goal that can potentially score you a massive amount of VP).
<tabs> <tab name="Mission Rules">
- Chilling Rain: Nothing happens.
- Chosen Battlefield: Both players can roll off to determine which objectives they can set up with one objective being set up in each player's DZ.
- Delayed Reserves: On turns 1 and 2, any units arriving from reserves only do so on a 3+.
- Hidden Supplies: Place an additional objective in no-man's land. Unless Chosen Battlefield is also in use, one objective in the middle of the board must move 6" towards a board corner while another is placed diagonally opposite it.
- Maelstrom of Battle: Draw two new mission rules. Any draws of Chilling Rain can be disposed and draw two different rules.
- Minefields: Any units that roll a 6 on an advance roll takes a mortal wound. No word if this also works on stratagems that merely add 6" without rolling.
- Scrambler Fields: Fucks over any advance deployment rules. Infiltrators cannot be set up near an objective in no man's land or in the enemy DZ, Scouts cannot move anywhere within range of an objective in no man's land or in an enemy DZ, and no units can deep strike or arrive from reserves anywhere within 6" of an objective in no man's land or in the enemy DZ.
- Secret Intel: Each time a player draws secondary missions, they can throw out one secondary mission and draw a replacement.
- Supply Line: A player controlling an objective in their own DZ gains a CP each Command phase on a 4+.
- Sweep and Clear: If a unit claims an objective at the end of the player's Command phase, the objective remains claimed until someone comes to claim it. Plenty of battleline troops have something like this already, so you're using this to even the field for armies less keen on using battleline troops.
- Targets of Opportunity: Depends on if the players are using Fixed Missions or Tactical Missions.
- Fixed: Lets a player pick three secondary missions on top of their two fixed missions. Any time they start of a turn with less than three secondary missions including the fixed ones, they can draw an additional mission.
- The New Orders Stratagem is useful since this lets the player pick another mission, though they can never scrap their fixed missions.
- Tactical: Whenever a player has less than three secondary missions active, they need to draw until they get back to three.
- Fixed: Lets a player pick three secondary missions on top of their two fixed missions. Any time they start of a turn with less than three secondary missions including the fixed ones, they can draw an additional mission.
- Vox Static: The Command Re-Roll and New Orders stratagems both cost 2 CP.
</tab> <tab name="Primary Missions">
- Deploy Servo-Skulls: Your objectives are now Servo-Skulls. At the end of each turn, the controlling player can move any objectives they own 6" in any direction. On every turn after the first, players score 2 VP for leading an objective within 12" of the enemy's DZ, 5 VP if they're within 6" of the DZ and 8 VP if the objective's entirely within the DZ.
- Battleline troops that can keep objectives remain exceptionally strong as they can keep things moving without shepherding an objective. However, beware of any enemies doing the same and never leave an objective too far from reach.
- Priority Targets: Players score 5 VP for every objective they score each turn after the first, up to a max of 15 VP.
- Purge the Foe: Players score 4 VP each turn if they score an objective and an extra 4 VP if they own more objectives than the enemy. They score 4 more VP for killing enemies with an additional 4 VP if they kill more enemies than they lose.
- The Ritual: Leave only one objective closest to the center of the board. During any shooting phase, that player can have a unit sacrifice their shooting and charging to set up a new objective marker exactly 9" from one objective in no man's land , at least 6" of another and right next to their unit. For each turn after the first, both players score 5 VP per objective claimed for a max of 15 VP a round.
- A bit of a balancing act, as you need to sacrifice combat potential in order to set up your objectives entirely within the most contested part of the board.
- Scorched Earth: On every turn after the first, both players can have a non-battle-shocked unit sacrifice shooting and charging to destroy a nearby objective, scoring 5 VP for each objective destroyed. At the end of the game, each player also scores 5 VP if they burned any objectives within no man's land and 10 VP for urning the objective in the enemy's DZ.
- This will put you in a bit of a quandary if you have any missions that require keeping objectives up. Unless you pull them up immediately as you're capping them and not as you're blowing them up, you should be fine.
- Sites of Power: Every turn after the first, each player scores 3 VP for capping objectives in no man's land. Any Character units can also reach an objective to empower it, scoring an additional 3 VP.
- Supply Drop: Mark two objectives in no man's land as Alpha and Omega. On turns 2 and 3, any objectives in no man's land are worth 5 VP. On turn 4, the alpha objective vanishes and objectives are now worth 8 VP. On turn 5, all objectives aside from omega re now gone and omega becomes worth 15 VP.
- Take and Hold: At the end of every Command phase after the first, each player scores 5 VP for each objective held up to a max of 15 VP (though at turn 5, the guy who went second scores at the end of their turn since presumably there's no point for stalling any later).
- Vital Ground: Incompatible with Hidden Supplies. Each player scores 2 VP for each objective they score on their DZ, 5 VP for each one they control in no man's land, and 6 VP for each one they control in the enemy DZ.
</tab> <tab name="Secondary Missions - Attacker">
- Capture Enemy Outpost: Score 8 VP when you capture an objective on the enemy's DZ.
- Capture No Man's Land: Score 2 VP if you claim an objective on no man's land, but score a full 5 VP if you get two or more.
- Deploy Teleport Homer: You can have a unit sacrifice shooting and charging if they're within 6" of the middle of the board or within the enemy DZ. At the end of the turn, you deploy a marker and score VP depending on where it was set up (2/4 if using fixed missions, 3/5 if using tactical missions).
- No Prisoners: Score 2 VP for each enemy wiped to a max of 5 VP. This doesn't pay any regard for rules like Cult Ambush or Reinforcements that'd otherwise resurrect a unit.
- Overwhelming Force: You score 3 VP for every enemy you destroy while they're near an objective, with a max of 5 VP.
- This objective is considered finished at the end of any turn where you score from it, meaning that you'll be needing all you can get to wipe out the one or two units you want done.
</tab> <tab name="Secondary Missions - Defender">
- Area Denial: 3 VP if you nave non-battle-shocked units within 6" of the center of the board, increasing to 5 VP if no enemies are within that same range.
- Assassination: Depends on layout, but you score VP regardless for killing Character units. Fixed Missions only gives 4 VP for killing one, Tactical Missions gives 5 VP for killing either one or all.
- Behind Enemy Lines: Score 2 VP for getting one non-Aircraft unit in the enemy DZ, 4 if you get more. Using Tactical Missions scores an extra VP.
- Bring it Down: Score 2 VP for killing an enemy Monster or Vehicle, plus additional VP if it had more than 10/15/20 wounds. Those extra VP do stack, so there is a chance that you can score 5 VP for nailing a Baneblade.
- Cleanse: You can have a unit sacrifice shooting and charging to clean up an objective and score VP (2/4 if using fixed missions, 3/5 if using tactical missions).
- Defend Stronghold: At the end of any enemy turn after the first, score 3 VP if you control objectives in your own DZ.
- Deploy Teleport Homer: You can have a unit sacrifice shooting and charging if they're within 6" of the middle of the board or within the enemy DZ. At the end of the turn, you deploy a marker and score VP depending on where it was set up (2/4 if using fixed missions, 3/5 if using tactical missions).
- Engage on All Fronts: 2 VP for getting non-battle-shocked units on three corners of the table, with 4 VP for getting all four. +1 VP if you use Tactical Missions.
- Extend Battle Lines: 5 VP if you get both an objective in your DZ and one in no man's land. If you only got one unit, you only get 2 VP for getting an objective in no man's land.
- Investigate Signals: Units on the corners of the table can sacrifice shooting and charging to mark them, scoring 2 VP per corner.
- No Prisoners: Score 2 VP for each enemy wiped to a max of 5 VP. This doesn't pay any regard for rules like Cult Ambush or Reinforcements that'd otherwise resurrect a unit.
- Overwhelming Force: You score 3 VP for every enemy you destroy while they're near an objective, with a max of 5 VP.
- This objective is considered finished at the end of any turn where you score from it, meaning that you'll be needing all you can get to wipe out the one or two units you want done.
- Storm Hostile Objective: On any turn after the first, you score 4/5 VP if you claim any objectives that the enemy held.
- A Tempting Target: Score 5 VP for taking an objective in no man's land.
</tab> <tab name="Gambits - Attacker">
- Proceed as Planned: Ignore the gambit, you continue scoring VPs from your primary mission.
</tab> <tab name="Gambits - Defender">
- Proceed as Planned: Ignore the gambit, you continue scoring VPs from your primary mission.
- Delaying Tactics: After turn 5, roll a d6 for every engaged enemy unit, adding +1 if the enemy is battle-shocked and -1 if your unit is battle-shocked. If you roll a number of 4+s greater than half the number of engaged enemies (minimum 4), then you score 30 VP.
- Emergency Evacuation: After turn 5, roll a d6 for each of your units on the field including those inside a transport, taking -1 if the unit is battle-shocked. If you roll a number of 4+s equal to half the number of units you have on the field (minimum 4), you score 30 VP.
- Orbital Strike Coordinates: When you have a unit that aren't Battleshocked within 9" of a table corner that isn't on your side of the table at the end of turn 5, you can roll 2d6, adding +1 for any further such units within 9" of any table corner that isn't engaged or Battleshocked. If you roll a 12+, you immediately score 30 VP. The enemy can't claim the battlefield if the battlefield got blasted off the face of the planet!
</tab> <tab name="GT Packs">
- PLACEHOLDER:
</tab> </tabs>
<tabs>
<tab name="10th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
</tab>
<tab name="9th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids | |
Votann |
</tab>
<tab name="8th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="7th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="6th">
General Tactics | |
---|---|
Imperium | |
Chaos | |
Eldar | |
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
<tab name="All">
General Tactics |
|
---|---|
Imperium (8th) |
|
Chaos | |
Eldar |
|
Necrons | |
Orks | |
Tau | |
Tyranids |
</tab>
</tabs>