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10th Ed USR Reference 2.0 - PRINT FRIENDLY

This document provides rules and abilities for various units in a tabletop wargame. It includes abilities like Feel No Pain that allow units to ignore wounds on high dice rolls, Critical Hits that automatically wound targets, and Melta that increases damage against vehicles. It also outlines movement abilities like Fly and rules for shooting like Rapid Fire that increases attacks at short range. The document provides additional context and rules modifications for various unit types and weapons.

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Bénito Quenton
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0% found this document useful (0 votes)
180 views

10th Ed USR Reference 2.0 - PRINT FRIENDLY

This document provides rules and abilities for various units in a tabletop wargame. It includes abilities like Feel No Pain that allow units to ignore wounds on high dice rolls, Critical Hits that automatically wound targets, and Melta that increases damage against vehicles. It also outlines movement abilities like Fly and rules for shooting like Rapid Fire that increases attacks at short range. The document provides additional context and rules modifications for various unit types and weapons.

Uploaded by

Bénito Quenton
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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10th EDITION USR LIBRARY v2.

0
FEEL NO PAIN, X+
Each time this model would lose a wound, roll one D6: if the result is equal
LETHAL HITS
CRITICAL HITS automatically wound the target.
ANTI-KEYWORD, X+ to or greater than X that wound is not lost.
MELTA X
CRITICAL WOUNDS the named unit type on X. E.g. ANTI-VEHICLE 3+ scores FIGHT FIRST Add X to the damage when fired at half range.
a CRITICAL WOUND on a VEHICLE on a Wound roll of 3+. Units with this ability that are eligible to fight do so in the Fights First step,
OBJECTIVE CONTROL (OC)
ASSAULT provided every model in the unit has this ability.
This shows how effectively a model can exert control over objectives.
Can Advance and Shoot. FIRING DECK-X
ONE SHOT
BLAST Allows a number of models embarked on a TRANSPORT to fire out.
This weapon can only be fired once per battle.
Add 1 to the attacks characteristics for every 5 models in a unit (round FLY
down). Can't be fired at any units in Engagement Range. FLY models move over enemy models when they Normal Move, Advance, PISTOL
A unit can fire this weapon in Engagement Range, but must target one of
CONVERSION X Fall Back or Charge. Move distance is measured through the air.
those enemy units. Can not be shot alongside non-PISTOL weapons
Each time attack is made if model is more than X away, an unmodified
successful hit of 4+ scores a CRITICAL HIT . HAZARDOUS (unless a MONSTER / VEHICLE).
After the unit has finished its attacks. Take a hazard test for each weapon
CRITICAL HITS used, for each roll of a 1 a model with a HAZARDOUS weapon is destroyed.
PRECISION HITS
An unmodified Hit roll of 6. Always successful. Can allocate attacks to a CHARACTER models that is visible when targeting
CHARACTERS, MONSTERS and VEHICLES suffer 3 Mortal Wounds on a roll of
an Attached unit.
a 1 instead.
CRITICAL WOUNDS
An unmodified Wound roll of 6. Always successful. HEAVY RAPID DEPLOYMENT
A unit can disembark after this model has advanced. They cannot charge
DEADLY DEMISE X +1 to hit when the bearer's unit REMAINS STATIONARY.
but can otherwise act normally
When this model is destroyed roll one d6, on a 6 each unit within 6" range IGNORES COVER
suffers X Mortal Wounds.
RAPID FIRE X
Weapons with this ability in their profile do not allow for the Benefit of
Cover against that attack. Increase the attacks by X when targeting unit is within half range.
DEEP STRIKE
Unit can be set up in Reserves instead of on the battlefield. Must be 9" INDIRECT FIRE SCOUT X
horizontally away from all enemy models. This weapon can fire at models that are not visible. If it does so, subtract 1 Pre-game movement of X" after Deployment phase. DEDICATED
from the hit roll, and the target has the Benefit of Cover. TRANSPORT units also inherit the ability if occupied by SCOUT units. Must
DESPERATE ESCAPE end more than 9" horizontally away from enemy models.
Roll one dice for each model in the unit when Falling Back after failing a INFILTRATORS
Battle Shock test, or when Falling Back through enemy models. On a 1 or A unit can be set up outside of your deployment zone. It must still be 9" STEALTH
2, a model in the unit is removed. away from enemy models and the enemy deployment zone. If every model in a unit has this ability, they are -1 to hit vs ranged.

DEVASTATING WOUNDS LANCE SUSTAINED HITS X


On a CRITICAL WOUND, convert the damage to Mortal Wounds and the Weapons with this ability get +1 to wound when Charging. CRITICAL HITS score X additional hits.
attack sequence ends.
LEADER TORRENT
EXTRA ATTACKS CHARACTER units with LEADER USR can be attached to one of their Attacks with TORRENT weapons automatically hit.
Weapons ability. Each time bearer fights, they can make a number of Bodyguard units before the battle. Attached units can only contain one
additional attacks with weapon as listed. The number cannot be modified LEADER. Attacks can not be allocated to the CHARACTER model in Attached TWIN-LINKED
by other rules. units. You can reroll the attack’s Wound rolls.

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