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Posted: Thu Nov 12, 2009 8:35 am
I will be posting special rules as writting in the WarHammer 40K rule book so those of us that don't have one can look up rules about their units that they aren't aware of. I'll also put a quick reference so you can know which page each rule is on.
Quoting the Rulebook: "As this is just a summary, if any of the Codexes inculde one of these special rules and the rule is different, the one in the Codex takes precedence (representing how the general special rule applies to that specific race)."
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Posted: Tue Nov 17, 2009 6:35 pm
Universal Special Rules
Counter-attack (pg1) Eternal Warrior (pg1) Fearless (pg1) Feel no Pain (pg1) Fleet (pg1) Furious Charge (pg1) Hit & Run (pg) Infiltrate (pg) Move through cover (pg) Night Vision/ Acute Senses (pg) Preferred Enemy (pg) Rage (pg) Relentless (pg) Scouts (pg) Slow and Purposeful (pg) Stealth (pg) Skilled Rider (pg) Stubborn (pg) Swarms (pg) Tank hunters (pg) Turbo-bosters (pg) Vulnerable to blast/templates (pg)
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Posted: Tue Nov 17, 2009 6:43 pm
COUNTER-ATTACK
Troups with this skill belive that attack is always the best form of defence. If assaulted, they will spring forward themselves and ferociously counter-attack the charging enemy. To represent this, when a unit with this rule is assaulted by the enemy it must take a Leadership test. If the test is successful all models in the unit get +1 assault bonus to their attacks, exactly as if they too had assaulted this turn. This rule cannot be used if, when assaulted, the unit was already locked in combat from a previous turn.
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Posted: Tue Nov 17, 2009 6:48 pm
ETERNAL WARRIOR
The model is immune to the effects of the Instant Death rule.
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Posted: Tue Nov 17, 2009 6:53 pm
FEARLESS
Fearless troops automatically pass all Morale and Pinning tests they are required to take, and will never fall back. They can however go to groud voluntarily. This special rule is gained by any independent character joining a fearless unit. However, as long as a fearless character stays with a unit that is not fearless, he loses this special rule, it will automatically regroup at the beginning of its next Movement phase, regardless of all normal restrictions on regrouping.
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Posted: Tue Nov 17, 2009 7:01 pm
FEEL NO PAIN
Some warriors are so blood-frenzied pr tough that they can ignore injuries that would incapitate even a battle-hardened Space Marine. If a model with this ability suffers an unsaved wound, roll a dice. On a 1-3 take the wound as normal (removing the model if it loses its final wound). On a 4-6, the injury is ignored and the model continues fighting. This ability cannot be used against wounds from weapons that infilct instant death (by having a high enough Strength or a special rule to that effect; even if the model is an eternal warrior). Neither can it be used against wounds from AP1 or AP2 weapons, power weapons, and any other wound against no armour save can ever be taken (like wounds from power fists, Dreadnought close combat weapons, rending weapons that roll a 6, Perils of the Warp, failed dangerous terrain tests, etc).
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Posted: Tue Nov 17, 2009 7:03 pm
FLEET
There are many variants of this rule: Fleet of Foot, Fleet of Claw, even Fleet of Hoof. Title aside, all models with these abilities are treated the same. A unit with this rule may assault in the same turn in which it has run. This special rule is automatically lost by an independent character joining a unit that does not have the same special rule. This rule is also lost by a unit that is joined by an independent character that does not have the same special rule.
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Posted: Tue Nov 17, 2009 7:13 pm
FURIOUS CHARGE
Models with this skill are known for the wild ferocity of their assualts. In a turn in which they assaulted unto combat they add +1 to both their Initiative and Strength characteristics when attacking in close combat (not that this has no effect on the Initiative tests for sweeping advances).
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Posted: Tue Nov 17, 2009 7:32 pm
HIT & RUN
Units with this ability that are locked in combat may choose to leave close combat at the end of the Assault phase. The unit using the hit & run ability must take an Initiative test. If the test is failed nothing happens and the models remain in locked in the fight. If the test is passes, the unit breaks from combat and immediately moves up to 3D6" in a straight line in any direction, ignoring the units they are locked with.
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