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Warhammer 40k 10th edition leaks condensed

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Mar 4th, 2023
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  1. GENERAL INFORMATION
  2.  
  3. - Terrain can be destroyed
  4. - Almost all mechanics work on D6 rolls
  5. - There are rules for rerolls and +/- 1 modifiers
  6. - New mechanic called Advantage/Disadvantage
  7. - Advantage means rolls of 6 are 'critical'
  8. - Advantage stacks, so double Advantage means 5 and 6 are 'critical'
  9. - Advantage/Disadvantage cancel each other out
  10. - 'Criticals' count as additional successes, can trigger additional things
  11.  
  12. ATTACK SEQUENCE
  13.  
  14. - Disadvantage means that 6 is a 'Glancing' hit
  15. - 'Glancing' means not outright failure, you can combine Glances to still get some hits
  16. - Attack sequence is hit - damage - saves - invulnerable saves
  17. - Hit scores are fixed, modified by Advantage/Disadvantage
  18. - To calculate Advantage/Disadvantage compare Hit traits with enemy Evade traits
  19. - Pairings are Rapid Fire/Dodge, Tracker/Speed, True Grit/Jinx, Seeker/Obscured, Pulse/Flicker
  20. - Unnegated Evade traits give Disadvantage
  21. - Two Glances to Hit are one success
  22. - Determine damage before saves
  23. - Armour saves are fixed, modified by Advantage/Disadvantage
  24. - Compare Armour traits with Penetrate traits to calculate Advantage/Disadvantage
  25. - Pairings are Armored/Penetrating, Shielded/Fusion, Aegis/Infused, Artificer/Killshot
  26. - Examples given: Power weapons are penetrating, Melta is Fusion, Infused is Force weapons, Snipers are Killshot
  27. - There are two 'Wildcard' traits: Veteran Instincts for Hit, Hardened for Save
  28. - Two Glances to Save are one Save
  29. - Damage spills over but this is often limited by weapon rules
  30. - Invulnerable saves after, and in addition to armour saves
  31. - Mortal Wounds still exist and circumvent all this
  32. - Traits can have tiers, and need a appropriate-tiered counter-trait to cancel them
  33. - Weapon profiles are not uniform, a bolter on a Captain has different rules than a bolter on a Guardsman
  34. - There are a number of rules that give Advantage/Disadvantage directly
  35. - Blast weapons work by doing additional damage on critical successes
  36.  
  37. UNIT PROFILES
  38.  
  39. - Profiles are completely redesigned
  40. - General structure of the Profile now follows the Phases
  41. - Profile layout:
  42. - Stats and Picture
  43. - Then boxes for every phase
  44. - Boxes have Special Rules, Weapons, Enhancement slots and Keywords that are relevant in that phase
  45. - Stats: Movement, Evade Traits, Save value + traits, Invulnerable Save value +traits, Wounds, Initiative, Morale
  46. - Weapon profile: Range, Attacks, Hit value + traits, Penetration traitss, Damage, special rules
  47. - Every unit has a 'Morale' special rule
  48. - Morale threshold is when the rule is triggered
  49. - Some recurring rules: Indomitable: no additional result, Shaken: can't get Advantage, Attrition, Broken: unit destroyed
  50. - ATSKNF is a special Morale rule and better than Shaken
  51.  
  52. ARMY SELECTION
  53.  
  54. - You select 'Battle Profiles' from your roster datasheet
  55. - 'Battle Profile' contains all the information you need to play
  56. - Stratagems are mainly unit upgrades now
  57. - You pay for the availability of Stratagems with Requisition points before the game
  58. - In-game you pay for using them with Command points
  59. - Power levels are completely gone
  60. - Everything uses points now, but most squad loadouts are free
  61. - Powerful loadout options are free, but cost Requisition points instead, e.g. Lascannon, Plasma
  62. - Many Stratagems cost 0 CP to use
  63. - You usually get 2 CP a turn, +1 to go second, +1 if you fulfill a Secondary Mission
  64. - Every army has a Signature Stratagem that is free
  65. - Stratagems take up Enhancement Slots on the Battle Profile
  66. - Relics, Warlord traits and Secondary Missions also take up Enhancement Slots
  67. - Troops have many slots, elite units and tanks only have a few
  68. - Scoring secondary missions gives you Victory points and an additional Command point
  69. - You can only score each Secondary mission once, and only one per turn
  70. - Relics and Warlord traits cost real points too
  71. - All that stuff is supported by a new App
  72. - All armies get new rules in a book called 'Warhosts'
  73. - Subfactions basically gone / merged with factions
  74. - You now build an army by selecting a Detachment
  75. - Detachment rules will tell you which keywords you can include
  76. - Stuff like Relics, Psychic powers etc. now also has keywords
  77. - In practice this means that with the right Detachment, army building is much more flexible
  78. - Instead of playing 'Eldar' you now play a Detachment that mainly contains Eldar, but could have Harlequins, Drukhari etc. as well
  79. - Faction/Subfaction rules are now bound to the Detachment
  80. - Supplements add a lot of keyworded things to represent a specific Chapter etc.
  81. - Due to the keyword structure, stuff for e.g. Orks can also be in the e.g. Space Marine codex
  82.  
  83. GRAND TOURNAMENT
  84.  
  85. - GT allows only one specific faction
  86. - GT is its own thing in organization and troop selection
  87. - GT only allows pre-made Battle Profiles you select from
  88. - The only thing you can change is weapons loadout and some stratagems etc.
  89. - These function like some sort of 'sideboard'
  90. - These GT profiles will rotate each season
  91. - GT Terrain is drawn from a list of Terrain in the GT packs
  92. - GT terrain is symmetrical
  93. - Each player is supposed to bring two GT Terrain sets
  94. - GT Battle Profiles are not in the Codex, but in the GT pack for each season
  95.  
  96. TERRAIN, COVER AND MOVEMENT
  97.  
  98. - Terrain rules much clearer
  99. - Three classes: light, hard, fortified
  100. - Three types: area, landmark, obstacle
  101. - You need to discuss what happens with destroyed Terrain
  102. - Line of Sight stays mostly the same
  103. - If you can see any model in a unit, unit is not obscured
  104. - If you can't, unit is hidden
  105. - Cover is much better, offers bonuses both to Evade and Save
  106. - Units within 6'' ignore Cover
  107. - No Cover in Melee
  108. - You only get Cover if fully in Area Terrain, or within 3'' of Terrain and obscured
  109. - All distances are measured horizontally, no diagonal measurement
  110. - Units may move upwards up to their movement allowance in addition to their horizontal movement
  111. - Downwards movement is not limited at all
  112. - Non-Infantry Models need to physically fit everywhere they move unless they have the 'Fleet' special rule
  113. - Heavy Infantry like Terminators also can't ignore Obstacles
  114. - This means that e.g. dragons teeth actually work as intended to stop tanks
  115. - Every player can bring one obstacle and one large terrain piece in addition to mission-specific terrain
  116. - These can be free or paid with points
  117. - Size is a keyword in every Profile
  118. - Not very granular: Light - Solid - Heavy - Superheavy - Titanic
  119. - Terrain can be destroyed by units of different sizes moving through its
  120. - Light can be destroyed by infantry size 'solid' and up
  121. - Hard can be destroyed by terminators, tanks
  122. - Fortified can be destroyed by superheavies
  123. - Area terrain is one level harder to destroy, fortified area terrain is indestructable
  124. - You can move through Light and Solid-size models of your own army
  125. - Tanks can also move through Light enemies
  126. - Blast weapons and weapons with 'Demolish' can also destroy terrain by scoring a number of wounds in a single turn
  127. - There are plastic tokens to mark destroyed terrain etc.
  128.  
  129. TURN STRUCTURE
  130.  
  131. - Turn structure is different now
  132. - Battle rounds and turns stay as they are
  133. - Within a turn, you activate units one at a time and go through all phases, in an order you determine
  134. - You can activate several units at once, e.g. characters and units
  135. - Units can skip phases for bonuses or to use them later in e.g. overwatch
  136. - Fight phase cannot be skipped if enemy is in CC range
  137. - Interventions can be used to interrupt an enemy activation
  138. - Overwatch is an intervention that allows you to shoot during an enemy activation
  139. - Units that are within 6'' of an unit that has fought can intervene
  140. - Initiative is used for this
  141. - Melee weapons have lots of attacks, but you usually just fight on your turn
  142. - Melee weapons have a 'reach' stat that determines how many models can fight
  143. - Reach 0: direct contact, Reach 1: contact with a friendly model in direct contact, and so on
  144. - Weapon types have gone, but some, e.g. Pistol, remain as special rules
  145. - Charging is done in the movement phase
  146. - Due to the players chosing phase order each activation, you can shoot before charging, or even after fighting
  147.  
  148. INITIATIVE, ACTIVATION AND INTERVENTION
  149.  
  150. - Everytime a unit has fought, nearby enemies may intervene
  151. - Both sides roll 6D6 against their Initiative - if the intervening player has more successes, he can intervene
  152. - Interventor immediately gets a movement phase and can pile in, and a fight phase after that
  153. - Units with high Initiative can use this to fight back, then immediately fight again on their turn
  154. - No strike first/strike last effects anymore
  155. - No consolidation anymore, you use your normal movement
  156. - There are only five movement types
  157. - Charge: in movement phase, normal move + 2D6'', must end in CC range of enemy
  158. - Pile-in: if within 6'' of an enemy. 6'' move that needs to end in CC range of enemy
  159. - Retreat: normal move that needs to end outside 6'' of the enemy, forgoes shooting and psychic phase
  160. - Run and normal Move: stay the same
  161.  
  162. PSYCHIC POWERS
  163.  
  164. - Psychic powers are selected by appropriate keywords, no unified 'lore' list anymore
  165. - Psychic phase can be whenever you like, one per activation
  166. - Units can use different numbers of powers
  167. - Powers have no warp charge, but a casting score. Use Advantage/Disadvantage
  168. - You still roll 2D6 with perils on snake eyes - if you have at least one succes, the power goes through
  169. - Deny now works as a collective action of all your psykers, use the best psy stat
  170. - You can deny any amount of powers, but if you go over the limit you get Disadvantages
  171. - Denying needs more successes than using powers, so double-crit when casting makes powers undeniable
  172.  
  173. AIRCRAFT
  174.  
  175. - Aircraft only exist in hover model
  176. - If an enemy comes within 6'' of an aircraft, that aircraft is removed from play and replaced on any board edge by the controlling player
  177.  
  178. RANDOM TIDBITS
  179.  
  180. - Primaris 'Rupture Squads' with warp shunt modules are a new unit
  181. - There is a plastic sprue with tokes for all sorts of effects
  182. - Starter Box is Blood Angels vs Tyranids
  183. - 'There are 0 accurate rules leaks out there - the AoO stuff is correct, other stuff is laughable'
  184. - The Lion is coming and will be out before 10th edition
Tags: warhammer
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