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Made in gb
Fresh-Faced New User




Seeing as 10th Edition was supposed to be relying more heavily on USRs, I thought it might be interesting to port over some of the old USRs that have been completely dropped, with appropriate changes and updates for the many editions that these have been missing. I feel some of the USR potential of 10th is looking pretty squandered at the moment, and I think padding out the USR section of the Core Rules with some of these might help!

Acute Senses
Spoiler:

These warriors have superhuman senses, able to track a foe through all manner of terrain – such skills are invaluable when setting up an ambush.
When a unit with this ability makes attacks against an enemy unit with the Stealth ability, models in this unit do not suffer any penalty to their hit rolls as a result of the Stealth ability.


Adamantium Will
Spoiler:

So strong of mind is this warrior that foul sorcery has little grasp upon him.
This unit gains the Feel No Pain 4+ ability when it is attacked by a [PSYCHIC] weapon, for the purposes of that attack, and each time it suffers a Mortal Wound, for the purposes of that Mortal Wound.


And They Shall Know No Fear
Spoiler:

Some warriors refuse to surrender, fighting on whatever the odds.
Each time this unit takes a Battle-shock test, if the unit is at half-strength or greater, add 1 to the result.


Assault Vehicle
Spoiler:

This vehicle is specifically designed to disgorge troops into the thick of the fray.
If a unit disembarked from this TRANSPORT this turn, it may declare a charge this turn, even if this TRANSPORT moved before the unit disembarked.


[BLIND]
Spoiler:

This attack looses a brilliant flare of light, searing the sight of the victim and forcing him to fight blind for a few moments.
Each time an enemy unit is hit by an attack made with a [BLIND] weapon, after the attack is resolved, roll a D6; on a roll of 4+, that unit subtracts 1 from all hit rolls made with ranged weapons until the next friendly Shooting phase.


Brotherhood of Sorcerers
Spoiler:

Some highly-trained psykers act in groups, focussing on a single goal. Few can resist such mighty minds working in concert.
Each time a model in this unit makes an attack with a [PSYCHIC] weapon, if the unit is at half-strength or greater, increase the Strength of that attack by 1.


Bulky x
Spoiler:

This creature is so massive it takes up an inordinate amount of space in any vehicle or building it enters.
Each model in this unit is counted as multiple models for the purposes of determining how many models may embark within a TRANSPORT or FORTIFICATION. The number of models each model in this unit is considered to be for these purposes is denoted by the variable x, such that in a unit with the Bulky 2 ability, each model in the unit would be considered to be 2 models for these purposes, whilst in a unit with the Bulky 4 ability, each model in the unit would be considered to be 4 models for these purposes.


[CONCUSSIVE]
Spoiler:

Some weapons are designed to leave any foe that manages to survives their strike disoriented and easy to slay.
Each time an enemy unit suffers an unsaved wound from an attack made with a [CONCUSSIVE] weapon, until the beginning of the next friendly turn, that models in that unit halve their Movement and cannot Advance, and also gain no benefit from the Fights First ability; this includes if they gain the Fights First ability as a charge bonus.


Counter-Attack
Spoiler:

Troops with this skill believe attack to be the best form of defence. If assaulted, they spring forward themselves and ferociously counter-attack the charging enemy.
Enemy units do not gain a charge bonus during a turn in which they made a successful charge against this unit.


Crusader
Spoiler:

Bolstered by ultimate faith in his goal, the crusader is tireless, sweeping from one foe to the next in a battle that never ends.
A unit with this ability rolls 2D6 and selects the highest result when making Advance rolls, and rolls 3D6 and selects the 2 highest results when making Charge rolls.


Daemon
Spoiler:

The creatures of the Warp are many and foul, with infinite variety, but there are some characteristics that they all share.
This unit has a 5+ invulnerable save. In addition, each time an enemy unit begins a Fight phase within Engagement Range of this unit, it must take a Battle-shock test.


Eternal Warrior
Spoiler:

Some heroes refuse to be laid low, even by what would be mortal wounds to lesser warriors.
Each time this model suffers a Mortal Wound, it gains the Feel No Pain 4+ ability for the purposes of that Mortal Wound. In addition, this model reduces the Damage of incoming attacks by 1, to a minimum of 1.


Fear
Spoiler:

Some beings are so monstrous or alien that they can force their foes to recoil in horror.
Each time an enemy unit begins a Fight phase within Engagement Range of this unit, it must take a Battle-shock test.


Fearless
Spoiler:

Fearless troops never give up and seldom take full use of cover – even if it would be wiser to do so.
Whilst this unit is at half-strength or greater, it gains +1 to the results of all Battle-shock tests. In addition, once per battle round, this unit may re-roll a failed Battle-shock test. However, this unit may never choose to Fall Back.


Fleet
Spoiler:

Preternaturally agile, these warriors can cover ground more quickly than their plodding foes.
This unit may declare a charge during a turn in which it chose to Advance.


[FORCE]
Spoiler:

Force weapons are charged by the psychic might of the wielder, turning them from mere physical tools to mystical weapons of incredible potency.
During the Fight phase, when making attacks with this weapon, if the bearer has not used any [PSYCHIC] abilities or made attacks with any other [PSYCHIC] weapons yet this battle round, you may add 1 to the Damage of attacks made with this weapon.


Furious Charge
Spoiler:

Some warriors use the impetus of the charge to fuel their own fury.
If this unit received a charge bonus this turn, in addition to gaining the Fights First ability, all attacks made by models in the unit this turn gain +1 Strength.


Hammer of Wrath
Spoiler:

Many warriors hurl themselves headlong into combat, seeking to crush or trample the foe.
If this unit made a successful charge roll this phase, inflict D3 Mortal Wounds against the target of the charge.


Hatred x
Spoiler:

In the far future, hatred is a powerful ally.
Before the battle begins, select one of the following abilities - this unit gains that ability for the duration of the battle:
[ANTI-INFANTRY 5+]
[ANTI-MOUNTED 5+]
[ANTI-BEASTS 5+]
[ANTI-MONSTER 5+]
[ANTI-VEHICLE 5+]


[HAYWIRE]
Spoiler:

Haywire weapons send out powerful electromagnetic pulses.
A [HAYWIRE] weapon has the [ANTI-VEHCILE 3+] ability, unless it would otherwise have a superior [ANTI-VEHICLE] ability. In addition, each time an attack is made with this weapon against an enemy VEHICLE, increase the Damage of that attack by 1.


Hit & Run
Spoiler:

Some troops employ a flexible battle stance, engaging the foe at close quarters one moment, before peeling off to strike with renewed vigour the next.
This unit may declare a charge this turn, even if it chose to Fall Back in the Movement phase.


[INTERCEPTOR]
Spoiler:

This weapon has been calibrated to target incoming drop troops, teleporting assault squads and other unlooked-for enemies.
Each time an enemy unit arrives on the battlefield from Reserve, if it is within range of an [INTERCEPTOR] weapon, you may immediately make attacks against that unit using an [INTERCEPTOR] weapon as though it were a friendly Shooting phase.


It Will Not Die
Spoiler:

In the dark corners of the galaxy, there are creatures that heal at a terrifying speed.
At the beginning of each friendly Command phase, every model in a unit with this ability recovers a single wound lost earlier in the battle. If the unit is a MONSTER or VEHICLE, it instead recovers D3 wounds lost earlier in the battle.


Jink
Spoiler:

Some units favour speed and agility rather than heavy armour to keep them alive on the battlefield, dodging and weaving unscathed through hails of incoming fire.
If this unit chooses to Advance during the Movement phase, until the next friendly Movement phase, enemy units making attacks against this unit with ranged weapons subtract 1 from all hit rolls.


[LANCE]
Spoiler:

The terror of tank commanders, a lance weapon fires a concentrated beam of energy that can bore through any armour, regardless of thickness.
Each time an attack is made using a [LANCE] weapon, if the target of the attack has a Toughness value greater than 12, reduce its Toughness value to 12 for the purposes of that attack.


[MASTER-CRAFTED]
Spoiler:

Some weapons are lovingly maintained artefacts, crafted with a skill now lost. Though the exact form of master-crafting varies, it is always considered to be the pinnacle of the weaponsmith’s art.
Once per phase, when making attacks with a [MASTER-CRAFTED] weapon, you may re-roll a single failed hit roll, a single failed wound roll, or a single roll to determine the Damage of that attack, if its Damage characteristic contains a variable determined by a die roll (e.g. a weapon with Damage "D3," or a weapon with Damage "D3+1").


Missile Lock
Spoiler:

Sophisticated fire-and-forget missile tracking systems allow this unit to fire its missiles with greater accuracy, enabling it to wreak destruction even at a great distance.
Each time this unit makes an attack with an [INDIRECT FIRE] weapon, you may re-roll failed hit rolls if the unit has Line of Sight to its target.


Monster Hunter
Spoiler:

The galaxy is home to numerous species of colossal beasts, and many of the 41st Millennium’s warriors have honed their skills in order to hunt them.
Attacks made by this unit gain the [ANTI-MONSTER 3+] ability, and increase their Damage by 1 if making an attack against an enemy MONSTER.


Move Through Cover
Spoiler:

Some warriors are skilled at moving over broken and tangled terrain.
Models in this unit ignore any Movement penalties or restrictions included in the descriptions of battlefield terrain.


Outflank
Spoiler:

The best way to surprise an enemy is to strike from an unexpected quarter.
When a unit with this ability arrives on the battlefield from Strategic Reserves, it may always be placed as though it were the fifth battle round.


[PINNING]
Spoiler:

Coming under fire without knowing where the shots are coming from, or having ordnance rain down from the skies, can shake the resolve of even the bravest warriors, making them dive flat and cling to whatever cover presents itself.
At the end of the Shooting phase, any unit which has suffered an unsaved wound from an attack made by a [PINNING] weapon must take a Battle-shock test.


Poisoned
Spoiler:

There are many virulent and lethal poisons in the dark future. It is simplicity itself to adapt such toxins for battlefield use. It does not matter whether they coat weapon-blades or bullets, or are secreted by alien monstrosities – all are lethal.
All attacks made by a unit with this ability gain the [LETHAL HITS] and [ANTI-INFANTRY 3+] abilities.


Power of the Machine Spirit
Spoiler:

The interface between this vehicle’s advanced machine spirit and its fire control mechanisms allows the crew to target foes with incredible accuracy.
If this unit did not Advance this turn, is not within Engagement Range of any enemy units, and has not been targeted by a Stratagem during this turn, it gains +1 to all hit rolls in the Shooting phase.


Preferred Enemy
Spoiler:

Many of the galaxy’s warriors train hard to overcome a particular foe, allowing them to predict the enemy’s battle-stances and thus land a blow or shot with greater ease.
Before the battle begins, select one of the following abilities - this unit gains that ability for the duration of the battle:
[ANTI-IMPERIUM 5+]
[ANTI-CHAOS 5+]
[ANTI-AELDARI 5+]
[ANTI-DRUKHARI 5+]
[ANTI-ORKS 5+]
[ANTI-NECRONS 5+]
[ANTI-T'AU EMPIRE 5+]
[ANTI-TYRANIDS 5+]
[ANTI-GENESTEALER CULTS 5+]
[ANTI-LEAGUES OF VOTANN 5+]


Rage
Spoiler:

Bloodlust is a powerful weapon on the battlefield, spurring a warrior to hack his foes apart in a flurry of mindless (but eminently satisfying) carnage.
If this unit received a charge bonus this turn, during the Fight phase, increase the Attacks characteristic of all weapons carried by models in the unit by 1.


Rampage
Spoiler:

For some warriors, being outnumbered is not a cause for despair, but a call to set about their foes with a berserk counter-attack.
At the beginning of the Fight phase, if there are more enemy models within Engagement Range of this unit than there are friendly models, this unit gains the Fights First ability.


Relentless
Spoiler:

Relentless warriors are strong of arm – nothing can slow their implacable advance.
Models in this unit gain +1 to hit rolls made when making attacks with [HEAVY] weapons if the unit did not Remain Stationary this turn.


Skilled Rider
Spoiler:

The most accomplished bikers know how to get the best performance out of their mechanical steeds.
This unit gains the Fleet and Jink abilities.


[SKYFIRE]
Spoiler:

Skyfire weapons excel at shooting down enemy aircraft and skimmers.
Add 1 to all hit rolls when making attacks with a SKYFIRE weapon against enemy AIRCRAFT. In addition, [SKYFIRE] weapons gain the [ANTI-FLY 4+] ability.


Slow and Purposeful
Spoiler:

Many warriors are steady but sure, slow to advance but no less deadly for it.
This unit gains the Relentless ability and gains +1 to all hit rolls with ranged weapons if it Remained Stationary this turn, however, it can never choose to Advance.


[SOUL BLAZE]
Spoiler:

Some psychically-imbued weapons set the very soul ablaze, consuming the unfortunate victim in clouds of ethereal fire.
Attacks made with a [SOUL BLAZE] weapon are [PSYCHIC] attacks which gain the Pinning ability.


Strikedown
Spoiler:

A sufficiently powerful blow can knock even the mightiest warrior off his feet.
If a model suffers an unsaved wound from an attack made by a unit with this ability in the Fight phase, that model cannot make any further attacks during this phase.


Stubborn
Spoiler:

Many warriors live and die according to the principle of ‘death before dishonour’. Seldom do such warriors take a backward step in the face of danger.
If a unit with this ability is Battle-shocked, each model in the unit reduces its Objective Control characteristic by 1, instead of reducing it to 0.


Tank Hunters
Spoiler:

These veterans of armoured warfare are able to identify the weak points of enemy vehicles and target their fire appropriately.
Attacks made by this unit gain the [ANTI-VEHICLE 3+] ability, and increase their Damage by 1 if making an attack against an enemy VEHICLE.


Vector Dancer
Spoiler:

Some aircraft are crafted with an eye towards manoeuvrability. They sacrifice speed in order to bring their guns to bear more effectively.
An AIRCRAFT unit with this ability may pivot up to 90° before it makes its move, as well as at the end of its move.


Vector Strike
Spoiler:

These winged terrors hurtle out of the storm-wracked skies, tearing their unsuspecting prey to pieces in a single, devastating swoop.
At the end of the Movement phase, if this unit moved over any enemy units during the phase, you may select 1 enemy unit it moved over; inflict D3 Mortal Wounds against that unit.


Zealot
Spoiler:

Zealots fight on regardless of their casualties or the terrors of war; they are driven forwards by their conviction.
This unit gains +1 to the results of all Battle-shock tests for every model in the unit that was removed as a casualty this turn. In addition, this unit can never choose to Fall Back.

This message was edited 1 time. Last update was at 2023/07/03 22:15:43


 
   
Made in us
Fixture of Dakka





Well, the point of USRs is that they're rules that get re-used throughout the game by so many things that it's easier to reference them in one place rather than reprinting them each time. So I'm not clear on what your goal is here.

At a glance, these seem like reasonable ways of bringing old rules into 10th, but that's moot unless you're planning to hand these rules out somehow. In which case, discussing specific rule/unit changes is probably where the conversation should start, and then we can decide whether or not to lump similar rules under a universal name after that.

It doesn't make much sense to have an Acute Senses USR if you only end up giving it to like, Space Wolves and Ur Ghuls or whatever.

Also, I haven't read through each individual rule here, but note that Lance is already a USR in 10th edition.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in gb
Fresh-Faced New User




 Wyldhunt wrote:
Well, the point of USRs is that they're rules that get re-used throughout the game by so many things that it's easier to reference them in one place rather than reprinting them each time. So I'm not clear on what your goal is here.

At a glance, these seem like reasonable ways of bringing old rules into 10th, but that's moot unless you're planning to hand these rules out somehow. In which case, discussing specific rule/unit changes is probably where the conversation should start, and then we can decide whether or not to lump similar rules under a universal name after that.

It doesn't make much sense to have an Acute Senses USR if you only end up giving it to like, Space Wolves and Ur Ghuls or whatever.

Also, I haven't read through each individual rule here, but note that Lance is already a USR in 10th edition.


I agree. I intend when I get some time to run through which units have similar rules to these and see how they can be replaced.

Yeah, it's a weird thing with [LANCE]; the main tenth edition keyword refers to traditional knight-lance type weapons, for charging, whereas historically in 40k, Lance has referred to concentrated energy beam weapons than focus in on and wear down the armour of large targets. I guess I could just swap it for the word [BEAM] to ensure a distinction.
   
Made in us
Fixture of Dakka





I think you'd probably want to find a new word as "BEAM" is used to refer to something fairly specific for things like Votann conversion beam weapons.

But I'm not sure there's really much point to the Lance keyword as you have it. Outside of very rare cases (like S9 void lances on the voidraven bomber), lance weapons were generally S8 which essentially meant that lance weapons never needed better than a 4+ to hurt enemy vehicles So an S8 bright lance could hurt a land raider on a 4+, but it still hurt a rhino on a 3+. In 10th edition, this would functionally be covered by the Anti-Vehicle (4+) rule, which would also probably be better at avoiding weird edge cases.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Noticing an issue as soon as rule number two, Adamantium Will.
It should be Adamantium Will (X+), where the number in parentheses is the FNP value.

It's fine to have a default value (Horus Heresy does this, usually with the minimum/worst possible value for the default) but there's no reason to have Adamantium Will be 4+++ all the time. If you wanted to give a unit a 5+ FNP against Psychic Attacks, with your rule, you'd have to give them Adamantium Will and another rule stating they subtract one from FNP rolls made with it.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Fixture of Dakka





 JNAProductions wrote:
Noticing an issue as soon as rule number two, Adamantium Will.
It should be Adamantium Will (X+), where the number in parentheses is the FNP value.

It's fine to have a default value (Horus Heresy does this, usually with the minimum/worst possible value for the default) but there's no reason to have Adamantium Will be 4+++ all the time. If you wanted to give a unit a 5+ FNP against Psychic Attacks, with your rule, you'd have to give them Adamantium Will and another rule stating they subtract one from FNP rolls made with it.


On that note, I'll point out that one of the big gripes about USRs in 7th was that many of them were just a couple of other USRs glued together. There might be enough specifically-anti-psychic-FNP effects out there to warrant making Adamantium Will an exception, but I recommend reconsidering any of your USRs that reference other USRs.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in dk
Loyal Necron Lychguard






USRs should be printed on the datasheet when possible and should always be referenced in the codex. The new datasheet design is awfully inefficient, otherwise, most datasheets would have space for all the rules there.

USRs are still great in a world where you do this because if someone knows what lethal hits are from their own codex it makes conveying that gauss has lethal hits quick and easy. Needing to memorise rules is silly, needing to look up rules in the core rules is awful. Maybe you wouldn't call it a USR, but no reason to call Space Marine fearless and Necron fearless different things in my book.

I think two kinds of Objective Secured USRs would be good, one for taking/holding and one for killing things. Then we can get rid of the variety of subtly different Troops abilities.

The Daemon rule is just a combination of Fear and 5++, bad design. Force shouldn't be a thing, let the psykers have their extra damage permanently. Poisoned weapons should not be good against vehicles.
   
Made in us
Confessor Of Sins





Tacoma, WA, USA

Most of these look like USRs looking for a home. They are not rules the game really needs.
   
Made in dk
Loyal Necron Lychguard






I think Fear should be Fear (X" -Y). For example for the Psychomancer Fear (9" -1): Enemy units within 9" of this model subtracts 1 from Morale tests.

Stubborn units get to use Stratagems while Battleshocked. Could be really useful for the current indexes.

The free Stratagem stuff also desperately need a common name to avoid incoming FAQ referring to all abilities that sound similar to "Once per battle round, one unit from your army with this ability can be targeted with a Stratagem for 0CP, even if you have already targeted a different unit with that Stratagem this phase." like we had with FNP FAQs.
   
 
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