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rules.r
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1494 lines (1494 loc) · 100 KB
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(dp0
VUnquenchable Resolve
p1
S' (Unverified in 7th)At the end of any phase in which Fuegan suffers one or more unsaved Wounds, his Strength and Attacks increase by 1 for each unsaved Wound suffered. These characteristic bonuses last for the rest of the game.(Source: Codex Eldar, p.59)'
p2
sVMore Dakka
p3
S' (Unverified in 7th)Codex: Orks (pg 92)(Source: ??)'
p4
sVMonofilament
p5
S" (Unverified in 7th)If the target's majority Initiative is 3 or lower, or the target has no Initiative characteristic, then Hits from a weapon with this special rule are resolved at +1 Strength. If two or more Initiative characteristics are tied for majority, use the highest of those tied values. Additionally, if a 6 is rolled To Wound with this weapon, the garget is wounded automatically and the Wound is resolved at AP 1.(Source: ??)"
p6
sVExarch Power: Monster Hunter
p7
S' (Unverified in 7th)Grants the Monster Hunter USR(Source: ??)'
p8
sVHallucinogen Grenades
p9
S' (Unverified in 7th)All models in a unit that contains one more more models with hallucinogen grenades count as being armed with plasma grenades.(Source: ??)'
p10
sVExhaust Cloud
p11
S' (Unverified in 7th)Warbikers produce great clouds of smoky exhaust fumes, giving them a 4+ cover save.(Source: ??)'
p12
sVRending
p13
S' (Unverified in 7th)If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that his close combat attacks will strike a critical blow. For each To Wound roll of a 6, the target automatically suffers a Wound, regardless of his Toughness. These Wounds are resolved at AP2. \n\nSimilarly, if a model makes a shooting attack with a weapon that his the Rending special rule, a To Wound roll of 6 wounds automatically, regardless of Toughness, and is resolved at AP2.\n\nIn either case, against vehicles, each armour penetration roll of 6 allows a further D3 to be rolled, with the result added to the total. (Source: 40k Rulebook, p.41)'
p14
sVWreckin' Ball
p15
S' (Unverified in 7th)Codex: Orks (pg 92)(Source: ??)'
p16
sVBulky
p17
S' (Unverified in 7th)Bulky models count as two models for the purposes of Transport Capacity.(Source: 40k Rulebook, p.35)'
p18
sVDimensional Key
p19
S' (Unverified in 7th)When the bearer kills an enemy model in the Fight sub-phase, he may immediately unlock the Key\'s power. From this point on, all enemy models that start any phase within 12" of the Key\'s bearer treat all terrain as both difficult and dangerous during that phase. Furthermore any friendly units from this codex that arrive by Deep Strike after the Key\'s power has been unlocked do not scatter.(Source: ??)'
p20
sVWarlord Trait: Mark of the Incomparable Hunter
p21
S' (Unverified in 7th)The Warlord has the Split Fire special rule.(Source: Codex Eldar, p.25)'
p22
sVMega Armour
p23
S' (Unverified in 7th)Mega armour confers a 2+ armour save.(Source: ??)'
p24
sVDisc of Tzeentch
p25
S' (Unverified in 7th)The model receives +1 Attack and his unit type becomes Jetbike.(Source: ??)'
p26
sVGift of Mutation
p27
S' (Unverified in 7th)Before deployment, roll on the Chaos Boon table (pg 29) and mark the result on your army roster. Do not apply any Spawnhood or Dark Apotheosis results; roll again on the table instead. The model has that result for the entire game.(Source: ??)'
p28
sVYou Cannot Hide
p29
S' (Unverified in 7th)Gain a precision strike on a 6 in close combat(Source: ??)'
p30
sS'Auspex'
p31
S' (Unverified in 7th)Forego shooting to make an enemy unit within 12" reduce it\'s cover save by 1, untill the end of the phase'
p32
sVKustom Force Field
p33
S' (Unverified in 7th)Codex: Orks (pg 34)(Source: ??)'
p34
sVImpact
p35
S' (Unverified in 7th)In a fight sub-phase in which the wielder did not charge the weapon counts as a basic close combat weapon(Source: ??)'
p36
sVFeel No Pain (6+)
p37
S' (Unverified in 7th)Ignore unsaved wounds on a 6+, treat it as saved wound(Source: ??)'
p38
sVJink
p39
S' WHen being shot at, before to-hit rolls are made, a model can "Jink" to recieve a 4+ cover save. In the following turn, that model can only fire snap shots.'
p40
sVBeseech the Dark Gods
p41
S" (Unverified in 7th)After deployment, if a character in the Dark Apostle's unit (including the Apostle himself) rolls on the Chaos Boon table, he may re-roll the result.(Source: ??)"
p42
sVBlack Crusader (Warlord Trait)
p43
S' (Unverified in 7th)The Warlord and all friendly units within 12" of the Warlord have the Preferred Enemy (Space Marines) special rule.(Source: ??)'
p44
sVSquig Hound
p45
S' (Unverified in 7th)A squig hound is a fierce breed of squig trained to devour errant Grots on command. Each time a unit with a squig-hound fails a Morale test it may remove D3 Gretchin models to re-roll that Morale test.'
p46
sVIcon of Excess
p47
S' (Unverified in 7th)Units with the Mark of Slaanesh only. All models with the Mark of Slaanesh in a unit equipped with an icon of excess have the Feel no Pain special rule.(Source: ??)'
p48
sVArmour Plates
p49
S" (Unverified in 7th)An Ork vehicle with armour plates has extra thick sheets of metal welded onto its hull. It treats 'Crew Stunned' results as 'Crew Shaken' results instead."
p50
sS'Assault'
p51
S' A weapon that can be fired in the shooting phase without preventing the firer from assaulting in the assault phase'
p52
sVThe Spirit Stone of Anath'lan
p53
S" Every time the bearer of the Spirit Stone of Anath'lan attepmts to manifest a psychic power, he can choose to reduce the Warp Charge cost by 1 (to a minimum of 1). If he does so, he cannot use his rune armour's invulnerable save until the start of his next turn.\n\nDoes not replace a weapon.(Source: Codex Eldar, p.69)"
p54
sVBigbomm
p55
S' (Unverified in 7th)Codex: Orks (pg 48)(Source: ??)'
p56
sVStar Engines
p57
S' (Unverified in 7th)A non-Walker vehicle with this upgrade can move up to 24" when moving Flat Out. A Walker with this upgrade instead Runs an additional 3" (this will normally be D6+3").(Source: Codex Eldar, p.67)'
p58
sVInternal Guidance System
p59
S' (Unverified in 7th)Reduce the ammount of scatter by the minimum required to prevent landing on terrain or another model. If the Drop Pod scatters off the table roll on the Deep Strike Mishap table.(Source: ??)'
p60
sVCursed
p61
S' (Unverified in 7th)When engaged in combat, Yriel must re-roll saving throws of 6.(Source: Codex Eldar, p.54)'
p62
sVThe Path Beyond
p63
S' (Unverified in 7th)After both sides have deployed, but before Scout redeployment has been performed, you can redeploy D3+1 of your units. Such units must be placed in your deployment zone, even if they have the Infiltrate special rule. This cannot be used to move units into or out of reserve. (Source: ??)'
p64
sVArmour of Shrieking Souls
p65
S' (Unverified in 7th)This armour grants Lucius a 3+ Armour Save and a 5+ invulnerable save. For each armour save or invulnerable save Lucius passes during the Fight sub-phase, the unit (or model, if he is in a challenge) that caused the Wound immediately suffers a S4 AP2 hit with the Ignores Cover special rule.(Source: ??)'
p66
sVAnd They Shall Know No Fear
p67
S' (Unverified in 7th)Automatically regroups, can act normally on the turn it regroups, not killed by sweeping advances and is immune to fear.(Source: BRB, p.33)'
p68
sVBladestorm
p69
S' When a weapon with this special rule rolls a 6 To Wound, the target is wounded automatically and the Wound is resolved at AP2.(Source: Codex Eldar, p.63)'
p70
sVRokkit Pack
p71
S' (Unverified in 7th)Rokkit packs count as jump packs. Every time the Stormboyz utilises its rokkit packs to move or fall back, roll a D6. On the roll of a 1, one of the rokkit packs has gone out of control. Its owner lands his head and the pack detonates. Remove a Stormboy model as a casualty. Regardless of the result you may add the number rolled to the amount the unit moves that turn.(Source: ??)'
p72
sVIcon of Despair
p73
S' (Unverified in 7th)Units with the Mark of Nurgle only. All models with the Mark of Nurgle in a unit equipped with an icon of despair have the Fear special rule.(Source: ??)'
p74
sVShatter Defences
p75
S" (Unverified in 7th)After deployment, but before Scout redeployments and Infiltrate deployment, nominate one piece of terrain in your opponent's deployment zone (this may not be one that he has purchased as part of his army). The terrain's cover save is decreased by one for the duration of the game. For example, a ruin (4+ cover save) would instead offer a 5+ cover save. A piece of terrain can only be shattered in this way once.(Source: ??)"
p76
sVDaemon of Slaneesh
p77
S' (Unverified in 7th)Fleet; Hatred (Daemons of Khorne); Rending; Run an additional 3".(Source: ??)'
p78
sVLord of Decadence
p79
S' (Unverified in 7th)In a primary detachmmt that includes Lucius, Noise Marines are troop choices instead of elites.(Source: ??)'
p80
sVMolten Body
p81
S' (Unverified in 7th)The avatar is unaffected by all Pyromancy psychic powers, all flamer weapons as defined in the 40k reulbook, anb all attacks that have the Melta and/or Soul Blaze special rule.(Source: Codex Eldar, p.26)'
p82
sVStealth
p83
S' (Unverified in 7th)A unit that contains at least one model with this special rule counts its cover saves as being 1 point better than normal. Note that this means that a model with the Stealth special rule always has a cover save of at least 6+ even if it is in the open.\n\nCover save bonuses from the Shrouded and Stealth special rules are cumulative (to a maximum of a 2+ cover save).(Source: 40k Rulebook, p.42)'
p84
sVPerfect Strike
p85
S' (Unverified in 7th)A model with this special rule makes Precision Shots on To Hit rolls of a 6.(Source: Codex Eldar, p.39)'
p86
sVMark of Tzeentch
p87
S' (Unverified in 7th)Models with the Mark of Tzeentch have +1 to their invulnerable save.(Source: ??)'
p88
sVGrot-Prod
p89
S' (Unverified in 7th)Codex: Orks (pg 50)(Source: ??)'
p90
sVKilla Reputation
p91
S' (Unverified in 7th)Codex: Orks (pg 62)(Source: ??)'
p92
sVExarch Power: Shield of Grace
p93
S' (Unverified in 7th)In any round of a challenge this model may choose to defend gaining a 3++, but can only make one attack this round.(Source: ??)'
p94
sVVectored Engines
p95
S' (Unverified in 7th)Unless it is Immobilised, a vehicle with this upgrade can pivot to face any direction immediately after resolving its shooting attack (in the Shooting phase).(Source: Codex Eldar, p.67)'
p96
sVNon Jump Infantry
p97
S' (Unverified in 7th)Assault units that drop their Jump Packs for a Drop Pod or Rhino are no longer Jump Infantry, just regular Infantry.\nAll other rules apply(Source: ??)'
p98
sVPsycher (Master Level 2)
p99
S' (Unverified in 7th)Typhus generates his powers from the Nurgle discipline.(Source: ??)'
p100
sVScouts
p101
S' (Unverified in 7th)After all deployment but before first turn a unit with this rule may redeploy, if it is Infantry, Artillery, Walker or a Monstrous Creature it may redeploy anywhere within 6", all other unit types may redelpoy anywhere within 12".\nAny unit that redelpoys with this rule may not charge on the first turn.\nIf held in reserve, the unit gains outflank.(Source: BRB, p.41)'
p102
sVFleet
p103
S' A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges.(Source: 40k, p.0)'
p104
sVDeathwing Assault
p105
S' (Unverified in 7th)Units composed entirely composed of models with this rule and wearing Terminator Armour can choose to make a Deathwing Assault.\nImmediatly after determining Warlord Traits, tell your opponent which units are making a Deathwing Assault, and make a secret note on weather it happens during turn 1 or turn 2. All units chosen arrive then with no need to roll for deep strike reserves.(Source: Codex: Dark Angels 6th, p.44)'
p106
sVThe Path of Strategy
p107
S' (Unverified in 7th)If your army contains one or more Autarchs, you can modify any of your reserve rolls by +1 or -1 (choose separately after each roll is made).(Source: Codex Eldar, p.27)'
p108
sVEternal Warrior
p109
S' (Unverified in 7th)A model wih this special rule is immune to the effects of Instant Death.(Source: ??)'
p110
sVBosspole
p111
S' (Unverified in 7th)Each time a unit with a Bosspole fails a Morale test you may choose to inflict a wound on that unit (not on the model with the Bosspole) in order to re-roll that Morale test.(Source: ??)'
p112
sVReaper Rangefinder
p113
S' (Unverified in 7th)Enemies cannot take Jink cover saves against shots fired by a unit that contains at least one model with a reaper rangefinder.(Source: ??)'
p114
sVSnazzgun
p115
S" (Unverified in 7th)Roll once each Shooting phase to determine the unit's AP, but only after the target unit has been chosen.(Source: ??)"
p116
sVIgnores Cover
p117
S' (Unverified in 7th)Cover saves cannot be taken against Wounds caused by weapons with the Ignores Cover special rule.(Source: 40k Rulebook, p.38)'
p118
sVBlessing of the Omnissiah
p119
S' (Unverified in 7th)In each Shooting Phase, instead of firing a weapon, the Techmarine may choose to repair a single friendly vehicle in base contact or embarked on.\nRoll a D6 and add the following modifiers (if applicable): +1 for a Servo Harness, and +1 for each Servo armed servitor in his unit.\nIf the result is 5 or more you may either restore a Hull Point or repair a Weapon Destroyed or Immobilised result, this is effective immediatly (ie the vehicle can then fire the reparied weapon)(Source: Codex: Dark Angels 6th, p.32)'
p120
sVThe Scorpion's Bite
p121
S" (Unverified in 7th)During the Fight sub-phase, at the Initiative 10 step, Karandas automatically inflicts a single Strength 6 AP- hit on one enemy in base contact. If Karandras is in a challenge, this hit must be directed against his opponent. The Scropion's Bite is not affected by special rules that reduce Initiative.(Source: Codex Eldar, p.58)"
p122
sVWarlord Trait: Rapid Manoeuvre
p123
S' (Unverified in 7th)Your Warlord, and any unit he joins, can either roll 2 dice when they run, using the highest roll, or can add D6" to any Turbo-boost they make (or Flat Out move, in the case of Master Sammael on his Land Speeder).(Source: Codex: Dark Angels 6th, p.58)'
p124
sV'Ard Case
p125
S' (Unverified in 7th)Codex: Orks (pg 93)(Source: ??)'
p126
sVHammer of Wrath
p127
S" If a model with this special rule charges and ends its charge move in base contact with one or more enemy models, it makes one additional Attack that hits automatically and is resolved at the model's unmodified Strength with an AP of -. This Attack is resolved during the Fight sub-phase at the Initiative 10 step. This does not grant the model an additional Pile In move at the Initiative 10 step.\n\nIf a model with this special rule charge a Transport vehicle or building, the Hammer of Wrath hit is resolved against the Transport vehicle or building, not the occupants.\n\nFAQ: These attacks do not benefit from any special rules (Furious Charge, Poisoned, Rending), or any weapons or other wargear.(Source: 40k Rulebook, p.37)"
p128
sVVector Dancer
p129
S' (Unverified in 7th)A model with this special rule can make an additional pivot on the spot of up to 90 degrees at the end of its move. A model that uses this extra pivot cannot move Flat Out in the following Shooting phase.(Source: 40k Rulebook, p.43)'
p130
sS'Storm of Fire'
p131
S' (Unverified in 7th)Warlord Trait: One use only. Declare your Warlord is using this ability at the start of one of your Shooting phases. For the duration of that phase, a single friendly unit from Codex: Space Marines within 12" of the Warlord may re-roll any fai led To Hit rolls. '
p132
sVPsyker (Mastery Level 3)
p133
S' (Unverified in 7th)May choose 2 Psychic Powers from Divination, Pyromancy, Telepathy and Telekinesis(Source: BRB, p.0)'
p134
sVSkyleap
p135
S" (Unverified in 7th)A unit composed entirely of models with this special rule can 'skyleap' - when it does so, remove the unit from the board and place it in Ongoing Reserve. This cannot be done in the same turn that the unit arives from Reserve. A skyleap can only be peformed at the start of the unit's Movement phase, before Regroup tests. Units that are locked in combat, pinned, falling back or carrying a Relic or other objective counter cannot skyleap. A Swooping Hawk unit that is in Reserve at the end of the game awards Victory Points as if it had been removed as a casualty.(Source: Codex Eldar, p.35)"
p136
sVCounter-attack
p137
S' If a unit contains at least one model with this special rule, and that unit is charged, every model with this rule gets +1A until the end of the phase. If the unit was locked in combat already, this rule has no effect.'
p138
sVNexus of Khorne
p139
S' (Unverified in 7th)In a primary detachment that includes Kharn, Khorne Berzerkers are troops choices instead of elites.(Source: ??)'
p140
sS'Hood of Hellfire'
p141
S' (Unverified in 7th)The Hood of Hellfire is a psychic hood. Furtl1ermore, it enables Tigurius to re-roll failed Psychic tests.'
p142
sVExarch Power: Disarming Strike
p143
S' (Unverified in 7th)In any round of a Challenge, this model may attempt to disarm the opponent, both players roll a D6 (if the modle with this power has a higher WS add 1 to his roll).\nIf the model with this powers roll is equal to or higher than the opponent treat one of the opponents weapons as just a close combat weapon instead for this phase.(Source: ??)'
p144
sVWarlord Trait: Falcon's Swiftness
p145
S' (Unverified in 7th)The Warlord and his unit add 1 to the dice roll when determining how far they can Run (this will normally be D6+1"). (Source: Codex Eldar, p.25)'
p146
sVGlory Hogs
p147
S' (Unverified in 7th)They must always attempt to shoot at and/or assault an enemy vehicle if there is one in line of sight, regardless of range. If there is no visible vehicle target, the Tankbustas may select a target at normal.(Source: ??)'
p148
sVRamshackle
p149
S' (Unverified in 7th)If the vehicle suffers any destroyed result on the vehicle damage table, roll on the Ramshackle table below and apply the result instead of the usual effects. If the Trukk suffers more than one destroyed result, roll one dice per result on the Ramshackle table, but only apply the lowest result.\nD6/Effect\n1-2/All passengers and models within D6" takes a Strength 3 hit. Surviving passengers must disembark and take a Pinning test.\n3-4/Move the Trukk 3D6" as far as possible in a random direction (the Ork player chooses if he rolls a \'Hit\' on the Scatter dice). Then apply the result above. If the Trukk would careen into enemy models or terrain, stop it 1" away.\n5-6/The Ork passengers take no damage but must immediately disembark. The Trukk is then wrecked.(Source: ??)'
p150
sVNight Vision
p151
S' (Unverified in 7th)A unit that contains at least one model with this special rule ignores the effects of Night Fighting.(Source: 40k Rulebook, p.40)'
p152
sVPsyker (Mastery Level 4)
p153
S' (Unverified in 7th)Ahriman generates his powers from the Biomancy, Pyromancy, Telepathy and Tzeentch disciplines.(Source: ??)'
p154
sVInfiltrate
p155
S' (Unverified in 7th)Units that contain at least one model with this special rule are deployed last, after all other units (friend and foe) have been deployed. If both sides have Infiltrators, the players roll-off and the winner decides who goes first, then alternate deploying units. \n\nInfiltrators can be set up anywhere on the table that is more than 12" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a building (see page 121), as long as the building is more than 12" from any enemy unit. Alternatively, they can be set up anywhere on the table more than 18" from any enemy unit, even in plain sight.\n\nA unit that deploys using these rules cannot charge in the first turn.\n\nHaving Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept in Reserves (see page 40). If a unit with Infiltrate is deployed inside a Dedicated Transport, they may Infiltrate or Outflank along with their Transport, but if they do, they must deploy/move onto the table embarked within it.\n\nAn Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment. (Source: 40k Rulebook, p.38)'
p156
sVInner Circle
p157
S' (Unverified in 7th)Fearless and Preferred Enemy (Chaos Space Marines)(Source: Codex: Dark Angels 6th, p.28)'
p158
sVDaemon
p159
S' (Unverified in 7th)Models with the Daemon special rule have a 5+ invulnerable save, and the Fear special rule.(Source: ??)'
p160
sVRunes of Warding
p161
S' (Unverified in 7th)One use only. Immediately before the Farseer makes a Deny the Witch roll, he can choose to use these runes to grant his unit an additional +2 modifier to the dice roll.'
p162
sVHatred (Abaddon)
p163
S' (Unverified in 7th)Blood Angels have the Hatred (Abaddon) special rule.(Source: ??)'
p164
sVExarch Power: Feel no Pain
p165
S' (Unverified in 7th)Grants Feel no Pain USR(Source: ??)'
p166
sVShred
p167
S' (Unverified in 7th)If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred special rule, it re-rolls failed To Wound rolls in close combat.\n\nSimilarly, if a model makes a shooting attack with a weapon that has the Shred special rule, it re-rolls its failed To Wound rolls.(Source: 40k Rulebook, p.41)'
p168
sVHolo-fields
p169
S' (Unverified in 7th)Provided the vehicle moved in the previous turn, it gains +1 cover save. If it does not already have a cover save, it gains a 6+ cover save.(Source: ??)'
p170
sVFleshbane
p171
S' (Unverified in 7th)If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always wound on a 2+.(Source: ??)'
p172
sVSpirit Stones
p173
S' (Unverified in 7th)A vehicle with this upgrade ignores Crew Shaken results on a roll of 2+ and Crew Stunned results on a roll of 4+. Roll immediately when the result is suffered.(Source: Codex Eldar, p.67)'
p174
sVChaos Lord - Mark of Khorne
p175
S' (Unverified in 7th)Khorne Berzerkers are troops instead of elites(Source: ??)'
p176
sVGrenade Pack
p177
S" (Unverified in 7th)Ant time a unit with a grenade pack enters play by Deep Strike and does not suffer a Deep Strike mishap, nominate one model in the unit immediately after it arrives. That model can make a single special shooting attack in the Movement phase with the profile below - this represents the unit's grenade pack attack. A unit that fires grenade packs in the movement phase can still shoot in the subsequent Shooting phase; however, it must target the same target unit if possible.(Source: Codex Eldar, p.66)"
p178
sVVeil of Tears
p179
S' (Unverified in 7th)Veil of Tears is a blessing that affects the Shadowsser and their unit. Any enemy unit wishing to target the Shadowseer or their unit must roll 2D6x2. If the Shadowseer or their unit are not within this distance in inches, the enemy may not fire this turn.(Source: ??)'
p180
sVSplit Fire
p181
S" (Unverified in 7th)When a unit that contains at least one model with this special rule shoots, one model in the unit can shoot at a different target to the rest of his unit. To do so, the unit must first take a Leadership test. If the test is failed, the unit shoots as normal. If the test is passed, choose one model in the unit and immediately make a shooting attack with it. Once this shooting attack has been resolved, resolve the shooting attacks made by the rest of the unit. These must be at a different target and may not be a unit forced to disembark from any Transport that has been Wrecked or suffered an Explodes! result due to the Split Firing unit's initial shooting attack.(Source: 40k Rulebook, p.42)"
p182
sVKhaine Awakened
p183
S' (Unverified in 7th)All friendly units chosen from Codex:Eldar within 12" are Fearless.(Source: ??)'
p184
sVVaul's Work
p185
S' (Unverified in 7th)The bearer of this weapon has the Fearless special rule. In a challenge, Attacks made with this weapon have the Fleshbane and Instant Death special rules.(Source: Codex Eldar, p.69)'
p186
sVWarlord Trait: An Eye on Distant Events
p187
S' (Unverified in 7th)One use only. Declare your Warlord is using this ability at the start of an enemy Shooting phase. For the duration of the phase the Warlord, and all friendly units from Codex: Eldar within 12" of him, have the Stealth special rule.(Source: Codex Eldar, p.25)'
p188
sVChampion of Chaos
p189
S' (Unverified in 7th)A model with the Champion of Chaos special rule must always issue and accept a challenge whenever possible.\n\nWhenever a character with the Champion of Chaos special rule kills an enemy character, you must immediately check to see if the Dark Gods reward him. To do this, roll a D66 on the Chaos Boon table (page 29)(Source: ??)'
p190
sVBurna
p191
S' (Unverified in 7th)A burna may be used in the Shooting phase, or as a power weapon in the Assault phase, but not both in the same turn.(Source: ??)'
p192
sVDeep Strike
p193
S" (Unverified in 7th)Read the BRB, it's too complicated to explain in a small space.(Source: BRB, p.36)"
p194
sVMindlock
p195
S' (Unverified in 7th)Unless it includes a Techamrine, an unengaged unit that contains at least one model with theis special rule must roll a D6 at the start of its turn. \nOn a 4+ there is no effect this turn. On a roll of 1,2 or 3, the unit is mindlocked until the start of its follwoing turn. \nA mindlocked unit may not voluntarily mov, shoot or charge. A mindlocked unit must still make compulsory moves, such as Pile In and Fall Back moves.(Source: Codex: Dark Angels 6th, p.32)'
p196
sVAmmo Runt
p197
S' (Unverified in 7th)A model with an ammo runt is allowed to re-roll one To Hit roll for a shooting attack once per game. Ammo runt models are purely decorative and are always ignored for game purposes, just move them to one side if they become a problem.(Source: ??)'
p198
sVFast Shot
p199
S' (Unverified in 7th)This model always fires one more shot than is normal for his weapon. This power cannot be used when firing a Template weapon.(Source: ??)'
p200
sVGitfindas
p201
S' (Unverified in 7th)ORK FAQ(Source: ??)'
p202
sVDirge Caster
p203
S' (Unverified in 7th)Enemy units within 6" of one or more vehicles with a dirge caster cannot fire Overwatch.(Source: ??)'
p204
sVMarked for Retribution
p205
S" (Unverified in 7th)Belial's shooting attacks are precision Shots on a to hit roll of 5+(Source: Codex: Dark Angels 6th, p.56)"
p206
sVWarbike
p207
S' (Unverified in 7th)Any model mounted on a Warbike adds 1 to his Toughness, modifies his troop type to Bike, gains a 4+ armour save and the Exhaust Cloud special rule.(Source: ??)'
p208
sVHit and Run
p209
S' (Unverified in 7th)See the Warhammer 40K rulebook.(Source: ??)'
p210
sVSupreme Grand Master of the Dark Angels
p211
S' (Unverified in 7th)In a primary detachment that contains Azrael, Ravenwing Attack Squadrons and Deathwing Terminator Squads are troops instead of their normal Force Organisation categories.(Source: Codex: Dark Angels 6th, p.92)'
p212
sVAdamantium Skull
p213
S' (Unverified in 7th)Being headbutted by Ghazghkull is much like being hit by a mag-train. When Ghazghkull charges, he gets +2A instead of the usual +1. Furthermore, Ghazghkull is immune to instant death. (Rage, Eternal Warrior)'
p214
sVMagma Cutter
p215
S' (Unverified in 7th)If a Maulterfiend hits with at least one Attack in the Fight sub-phase, it may make an additional Attack with one of its magma cutters against one of the models it hit. If it hit with all of its Attacks, it instead makes two additional Attacks with its magma cutters against one of the models it hit.\n\nThese Attacks hit automatically and are resolved at Initiative 1.(Source: ??)'
p216
sVWartrakk
p217
S' (Unverified in 7th)Warbuggies are sometimes equipped with heavy duty trakk units. Any Warbuggy that has been upgraded to a Wartrakk or Skorcha may re-roll any Dangerous Terrain tests it must take. (Ork Codex pp. 49)'
p218
sVVibro
p219
S" (Unverified in 7th)If a unit is hit by two or more Vibro shots as part of the same unit's Shooting attack, the Strength of all Vibro hits is increased by 1 for each hit beyond the first, and the AP of all Vibro hits is reduced by 1 for each hit beyond the first. Strength cannot be raised above 10, and AP cannot be reduced below 1. For example, if a unit suffers three hits from Vibrocannons (normally Strength 7 and AP4), those hits are resolved at Strength 9 and AP2.(Source: Codex Eldar, p.64)"
p220
sVScattershield
p221
S' (Unverified in 7th)The bearer has a 5+ invulnerable save. Whenever the bearer passes one or more saving throws using its scattershield, all units (friend or foe) within 6" must test as if they had just been hit by a weapon with the Blind special rule - even those that are engaged in close combat. A unit that passes the Initiative test is immune to the Blind rule for the rest of the phase.(Source: Codex Eldar, p.66)'
p222
sVWildfire
p223
S' (Unverified in 7th)Whenever the Firesabre\'s Soul Blaze rule inflicts one or more unsaved Wounds, roll a D6 for every unit (friend or foe, but excluding the bearer\'s unit) within 6" of the unit that suffered the Wound. On a roll of 6, that unit is set ablaze as for the Soul Blaze special rule (this Soul Blaze does not benefit from the Wildfire special rule).(Source: Codex Eldar, p.69)'
p224
sVDaemonforge
p225
S' (Unverified in 7th)Once per game, at the start of any Shooting or Assault phase, the Daemonforge may be activated. For the rest of the phase, the model may re-roll all failed To Wound rolls and all failed armour penetration rolls. At the end of the phase in which the Daemonforge is used, roll a D6. If the result is a 1, the model loses a Hull Point with no saves of any kind allowed.(Source: ??)'
p226
sVRelentless
p227
S' Relentless models can shoot with Heavy, Salvo or Ordnance weapons, counting as stationary, even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordnance, Rapid Fire or Salvo weapons.'
p228
sVZealot
p229
S' (Unverified in 7th)Unit this Character is joined to has Fearless and Hatred (Everything)(Source: BRB, p.43)'
p230
sVMaster of Pathfinders
p231
S' (Unverified in 7th)If your army contains Illic Nightspear, any number of Eldar Rangers can be upgraded to Alaitoc Pathfinders at an additional cost of 13 points per model. In addition to the normal rules for Eldar Rangers, Alaitoc Pathfinders have the Shrouded and Sharpshot special rules.(Source: Codex Eldar, p.92)'
p232
sVSiege Crawler
p233
S' (Unverified in 7th)Maulerfiends can move up to 12" in the Movement phase and are not slowed by difficult terrain (even when charging). In addition, in close combat, Maulerfiends add 1 to armour penetration rolls against buildings.(Source: ??)'
p234
sVBane of the Traitor
p235
S' (Unverified in 7th)When a Weapon with this Special Rule is used to attack a model from Codex: Chaos Space Marines, the AP is improved by 1 (to a max of 1)(Source: Codex: Dark Angels 6th, p.62)'
p236
sVSigil of Corruption
p237
S' (Unverified in 7th)A model with a sigil of corruption has a 4+ Invulnerable Save(Source: ??)'
p238
sVDrop Pod Assault
p239
S' (Unverified in 7th)At the beginning of your first turn, half rounding up of your drop pods come in via Deep Strike(Source: ??)'
p240
sVSerpent Shield
p241
S" The Wave Serpent's shield protects the bow of the tank - whilst the shields are active, all penetrating hits inflicted against the Wave Serpent's front and side armour are downgraded to glancing hits on a D6 roll of 2+.\n\nIn its Shooting phase, the Wave Serpent can deactivate its shields to shoot a burst of energy with the following profile (treat this as a hull-mounted weapon pointing forward):\n\nIf this option is used, the Serpent shield is inactive until the start of its following turn.(Source: Codex Eldar, p.67)"
p242
sVMark of Chaos Ascendant
p243
S" (Unverified in 7th)If Abaddon is included in your primary detachment, he must be the Warlord. He also has all four Marks of Chaos. Note that, due to the Mark of Tzeentch, the invulnerable save provided by Abaddon 's Terminator armour is increased to 4+.(Source: ??)"
p244
sVPsychic: Zogwort's Curse
p245
S' (Unverified in 7th)Codex: Orks (pg 61)(Source: ??)'
p246
sVObliterator Weapons
p247
S' (Unverified in 7th)In each of your Shooting phases, you must choose what weapon the Obliterators in the unit will fire from the following list:\n\n Assault cannon\n Heavy flamer\n Lascannon\n Multi-melta\n Plasma cannon\n Twin-linked flamer\n Twin-linked meltagun\n Twin-linked plasma gun\n\nEvery Obliterator in the unit must fire the same weapon. An Obliterator unit cannot choose to fire the same weapon in two of your consecutive Shooting phases.(Source: ??)'
p248
sVFurious Charge
p249
S' (Unverified in 7th)In a turn in which a model with this special rule charges into combat, it adds +1 to its Strength characteristic until the end of that pase. A model that has made a disordered charge that turn receives no benefit from Furious Charge (see page 27).(Source: 40k Rulebook, p.37)'
p250
sVSpiritlink
p251
S' (Unverified in 7th)Whenever Eldrad passes a Psychic test, roll a D6. On a score of 5 or 6, Eldrad immediately regains a Warp Charge point.(Source: Codex Eldar, p.53)'
p252
sVBlind
p253
S' (Unverified in 7th)Any unit hit by a model or weapon with this special rule must immediately take an Initiative test. If the test is passed, all is well. If the Initiative test is failed, all models in the unit are reduced to Weapon SKill and Ballistic Skill 1 until the end of their next turn. Should the attacking unit hit themselves, we assume they are prepared and they automatically pass the test. Furthermore, any model that does not have an Initiative characteristic are unaffected by this special rule.(Source: 40k Rulebook, p.34)'
p254
sVLasher Tendril
p255
S' (Unverified in 7th)Each set of lasher tendrils reduces the Attacks characteristics of every model (friend and foe) in base contact with the bearer by 1 (to a minimum of 1) whilst they remain in base contact. The effects of multiple sets are cumulative.(Source: ??)'
p256
sVJuggernaut of Khorne
p257
S' (Unverified in 7th)The model received +1 Toughness, +1 Wound, +1 Attack and his unit type becomes Cavalry.(Source: ??)'
p258
sVMantle of the Laughing God
p259
S' (Unverified in 7th)The bearer loses the Independent Character special rule but has the Hit & Run, Shrouded and Stealth special rules. In addition the bearer can re-roll failed cover saves.'
p260
sVThe Chirurgeon
p261
S' (Unverified in 7th)The Chirurgeon gives Fabius +2 Attacks and +1 Strength (included in his profile) and the Feel No Pain special mle.(Source: ??)'
p262
sVCybork Body
p263
S' (Unverified in 7th)A model with a cybork body has a 5+ invulnerable saving throw.(Source: ??)'
p264
sS'Jump'
p265
S' (Unverified in 7th)Jump units can move over all other models and terrain freely. Begin/end in diff. terrain = dangerous terrain test. Jump move n movement or assault, not both. Movement: move up to 12". Assault: re-roll distance and gain Hammer of Wrath for the turn. When falling back, move 3d6". Confers Bulky and Deep Strike rules.'
p266
sVCombat Squads
p267
S' (Unverified in 7th)A 10-man unit with this rule can break down into two 5-man units.\nYou must decide which units are splitting into combat squads, and which models go into which combat squad BEFORE deployment, for all pourposes they are two seperate units.\nNote: two combat squads split from the same unit may share tansport space in the same transport vehicle.(Source: Codex: Dark Angels 6th, p.28)'
p268
sVHQ Requirement
p269
S' (Unverified in 7th)This unit may not be used to fulfill the mandatory HQ slot on a Force Org chart.(Source: ??)'
p270
sS'Grabba Stikk'
p271
S' (Unverified in 7th)Each Assault Phase, a model with a Grabba Stikk can cause a single model in base contact to lose an Attack, to a minimum of 1. (Source: Codex Orks pp. 50)'
p272
sS'No Charge/Cover Penalty'
p273
S' (Unverified in 7th)Bearer suffers no Initiative penalty for charging through cover'
p274
sVIcon of Vengance
p275
S' (Unverified in 7th)All models in a unit equipped with an icon of vengeance have the Fearless special rule.(Source: ??)'
p276
sVDuellist's Pride
p277
S' (Unverified in 7th)While Lucius is in a challenge, his Attacks characteristic is equal to the Weapon Skill of his opponent.(Source: ??)'
p278
sVStikkbomb Chucka
p279
S' (Unverified in 7th)Codex: Orks (pg 93)(Source: ??)'
p280
sVUnwieldy
p281
S' (Unverified in 7th)A model attacking with this weapon does so at Initiative step 1, unless it is a Monstrous Creature or a Walker.(Source: 40k Rulebook, p.43)'
p282
sVFearless
p283
S' (Unverified in 7th)Units containing one or more models with the Fearless special rule automatically pass Pinning, Fear and Regroup tests and Morale checks, but cannot Go to Ground and cannot choose to fail a Morale check due to the Our Weapons are Useless rule (see page 26).(Source: ??)'
p284
sVMechatendrils
p285
S' (Unverified in 7th)Mechatendrils give the wearer +2 Attacks. Mechatendrils also include a meltagun and a flamer. In the Shooting phase, the Warpsmith can fire either both mecharendril weapons or one mechatendril weapon and one other weapon.(Source: ??)'
p286
sVStrafing Run
p287
S" (Unverified in 7th)When shooting Assault, Heavy, Rapid Fire or Salvo weapons at Artillery, Beasts, Bikes, Cavalry, Infantry, Monsterous Creatures and vehicles without the Flyer or Skimmer type, this vehicle has a +1 Ballistic Skill. Regardless of the target, the vehicle's shots also have the Pinning special rule.(Source: BRB, p.42)"
p288
sVOne Scalpel Short of a Medpack
p289
S' (Unverified in 7th)Codex: Orks (pg 59)(Source: ??)'
p290
sVMaster of Mechanisms
p291
S' (Unverified in 7th)In each of your Shooting phases, instead of firing his weapons, a Warpsmith may choose to either repair a single friendly, damaged vehicle or curse a single enemy vehicle. The Warpsmith cannot use this ability if he has gone to ground or is falling back.\n\nTo repair a vehicle, the Warpsmith must be in base contact with it or embarked upon it. Roll a D6, (add +1 if the Warpsmith has mechatendrils). If the result is 5 or more, you may either restore a Hull Point lost earlier in the battle or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle, effective immediately.\n\nTo curse a vehicle, the Warpsmith must be within 18" of it. Roll To Hit the vehicle using the Warpsmith\'s Ballistic Skill. If the curse hits, all of that vehicle\'s weapons have the Gets Hot special rule until the end of its next turn.(Source: ??)'
p292
sVBlessing of the Blood God
p293
S' (Unverified in 7th)Kharn and his unit always pass their Deny the Witch rolls on a 2+. In addition, if Kharn suffers an unsaved Wound from a Force weapon, that weapon cannot inflict Instant Death on him.(Source: ??)'
p294
sVOutflank
p295
S" (Unverified in 7th)When an Outflanking unit arrives from Reserves, but not Ongoing Reserve, the controlling player rolls a D6; on a 1-2, the unit comes in from the table edge to the left of their controlling player's own table edge; on a 3-4, they come on from the right; on a 5-6, the placyer can choose left or right. Models move onto the table as describe for other Reserves. If such units are picked from their army list with a Dedicated Transport, they may Outflank along with their Transport, but if they do, they must move onto the table embarked within it.(Source: 40k Rulebook, p.40)"
p296
sVSmash
p297
S" (Unverified in 7th)All of the close combat attacks, except Hammer of Wrath Attacks, of a model with this special rule are resolved at AP2 (unless it's attacking with an AP1weapon). Additionally, when it makes its close combat attacks, it can choose to instead make a Smash Attack. If it does so, roll To Hit as normal, but halve its Attacks characteristic. A Smash Attack also doubles the model's Strength (to a maximum of 10) for the purposes of that Attack. Furthermore, a model making a Smash Attack can re-roll its armour penetration rolls, but must abide by the second result.(Source: 40k Rulebook, p.42)"
p298
sVHand of Asuryan
p299
S' (Unverified in 7th)If your primary detachment inclues Asurmen, he must be your Warlord. When determining Warlord Traits for Asurmen, he always has D3 traits from the Eldar Warlord Traits table (p 25) - re-roll any duplicates.(Source: Codex Eldar, p.56)'
p300
sVIndependent Character
p301
S' (Unverified in 7th)Independent Characters can join and leave other non-vehicle non-\'loner\' units. Although Independent Characters may join with other Independent Characters to form a powerful multi-character unit.\nAn Independent Character counts as having joined a unit if he ends his move within 2" of them, if he is within 2" of more than one unit you must declare which unit he is joining.\nAn Independent Character may leave his unit and join another one in the same movement phase, but he may not join a unit in any other phase.\nAn Independent Character cannot join or leave a unit that is locked in combat or falling back, he also may not leave a unit that has gone to ground.\n\nLook out Sir is taken on a 2+\n\nIf a unit with an Independent Character in it has fallen to below 25% they test as if they had 25% remaning\n\nWhen an Independent Character joins a unit he looses all special rules that the unit does not have unless the rule says it applys to the unit (eg Stubborn) and vice versa\n\nIf the unit is suffering from ongoing effects (eg blind, soul blaze) and the Independent Character leaves the unit, he is still suffering from those effects as well, but they to not transfer to a new unit he joins.(Source: BRB, p.0)'
p302
sVSkyhunter
p303
S' (Unverified in 7th)When shooting at a vehicle with the Flyer type, a model with this special rule re-rolls armour penetration rolls that do not cause a glancing or penetrating hit.(Source: Codex Eldar, p.39)'
p304
sVAmbush
p305
S' (Unverified in 7th)Codex: Orks (pg 62)(Source: ??)'
p306
sVMandiblaster
p307
S' (Unverified in 7th)During the Fight sub-phase, at the Initiative 10 step, a model with mandiblasters automatically inflicts a single Strength 3 AP- hit on one enemy unit in base contact. If a model with a mandiblaster is in a challenge, this hit must be directed against his opponent. Mandiblasters are not affected by special rules that reduce Initiative. (Source: ??)'
p308
sVIron Resolve
p309
S' (Unverified in 7th)This model has a +1 Leadership.(Source: Codex Eldar, p.30)'
p310
sVMob Rule
p311
S' (Unverified in 7th)Ork psychology and morale is directly linked to the number of Boyz around them at any given time. As individuals, Orks are cowardly and unfocused creatures. But when banded together, usually led by larger, braver Orks, they become more than willing to charge into any potentially suicidal situation!\n \nBecause of this, Orks substitute their leadership with the total number of wounds in their unit, unless it would normally be higher. This means multi-wound models contribute their current number of wounds to this rule. If the Mob numbers to 11 or more, the unit becomes Fearless.'
p312
sVSpell Familiar
p313
S' (Unverified in 7th)A model with a spell familiar may re-roll failed Psychic test. The spell familiar is always assumed to be on the same base as its master. If you wish to represent it separately you can. However, the model itself plays no part in the game; if the model gets in the way, simph move it to one side.(Source: ??)'
p314
sVRepair
p315
S' (Unverified in 7th)If a Rhino is Immobilised, then during the shooting phase you may roll a D6 instead of shooting, on a 6 the Rhino is no longer immobilised(Source: ??)'
p316
sS'Digital Weapons'
p317
S' (Unverified in 7th)Re-roll a single failed to wound roll in the assault phase'
p318
sVHatred Incarnate (Warlord Trait)
p319
S' (Unverified in 7th)The Warlord and his unit have the Hatred special rule.(Source: ??)'
p320
sVExarch Power: Crushing Blow
p321
S' (Unverified in 7th)This model has +1S(Source: ??)'
p322
sVRed Paint Job
p323
S" (Unverified in 7th) Orks believe that a vehicle that has been painted red can outstrip a similar vehicle that isn't. As odd as it may seem, they are quite right. Ork vehicles with red paint jobs add +1 to their move in the Movement phase but do not incur penalties for this extra inch. for example, a vehicle could move 13'' and still count as moving 12''."
p324
sS'Melee'
p325
S' (Unverified in 7th)This is a melee weapon'
p326
sVNew Rule
p327
S' (Unverified in 7th)Noise Marines are troops instead of elites.(Source: ??)'
p328
sS'Psychic Hood'
p329
S' (Unverified in 7th)Each time a unit (or rnodel) is targeted by an enemy psychic power and is within 6" of a friendly model with a psychic hood, the wearer of the hood can attempt to Deny the Witch in their stead, as if he were in that unit. If a model with a psychic hood is embarked on a vehicle, he can only use the hood to protect the vehicle he is embarked upon.'
p330
sVDaemon of Nurgle
p331
S' (Unverified in 7th)Hatred (Daemons of Tzeentch); Shrouded; Slow and Purposeful.(Source: ??)'
p332
sVConcussive
p333
S" (Unverified in 7th)Any models that's taken an unsaved wound from a Concussive weapon is reduced to Initiative 1 until the end of the next Assault phase.(Source: ??)"
p334
sVSpirit Mark
p335
S' (Unverified in 7th)At any point during your movement phase, nominate a single enemy within 12" of the Spiritseer - place a counter next to it to show it has been spirit-marked. All Wraithguards, Wraithblades, Wraithlords, Wraithknights and Hemlock Wraithfighters can re-roll To Hit rolls of 1 against spirit-marked units. At the end of your turn, remove all spirt-mark counters from play.(Source: Codex Eldar, p.29)'
p336
sVGorechild
p337
S" (Unverified in 7th)Kharn's melee attacks always hit on a 2+ (even if they would othenvise hit automatically).(Source: ??)"
p338
sVSwoop Attack
p339
S' (Unverified in 7th)Zagstruk and da Vulcha Boyz must enter the battle via Deep Strike. They may not shoot that turn, but to represent their swooping dive into the enemy ranks they may assault that turn (provided they are close enough). If the Vulcha Boyz assaults the turn it Deep Strikes into play, remove D3 Stormboyz at the beginning of combat as crash landing casualties.(Source: ??)'
p340
sS'ML2'
p341
S' (Unverified in 7th)Psyker mastery level 2'
p342
sS'ML3'
p343
S' (Unverified in 7th)Psyker mastery level 3'
p344
sS'ML1'
p345
S' (Unverified in 7th)Psyker mastery level 1'
p346
sVDa Powder Grotz
p347
S' (Unverified in 7th)Codex: Orks (pg 57)(Source: ??)'
p348
sS'Master Psyker'
p349
S' (Unverified in 7th)When generating psychic powers, Tigurius may re-roll any or all of the dice to see which powers he knows. '
p350
sS'Rage'
p351
S' (Unverified in 7th)+2 attacks on charge rather than +1'
p352
sVEnhanced Warriors
p353
S' (Unverified in 7th)One Chaos Space Marine unit (see the army list, pg 95) in the same army as Fabius Bile can be nominated as Enhanced Warriors. That unit has the Fearless special rule and +I Strength for the entire game.(Source: ??)'
p354
sVDemagogue
p355
S' (Unverified in 7th)Friendly units from this codex within 6" of a Dark Apostle must use his Leadership instead of their own.(Source: ??)'
p356
sVPinning
p357
S" (Unverified in 7th)If a non-vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must immediately take a Leadership test. This is called a Pinning test. \n\nIf a unit fails the test, it is pinned and must immediately Go to Ground (see page 18). As the unit has already taken its saves, going to ground does not protect it against the fire of the Pinning weapon that caused the test (or indeed from any other weapons fired by the same unit that phase) - it's too late!\n\nAs long as the test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them. If a unit has already gone to ground, no further pinning tests are taken.\n\nIf the special rules of a unit specify that the unit can never be Pinned, the unit automatically passes Pinning tests. Such units can still Go to Ground voluntarily if they wish. (Source: 40k Rulebook, p.40)"
p358
sVShroud of Angels
p359
S' (Unverified in 7th)The Darkshroud has Shrouded Special Rule and all friendlies within 6" have stealth(Source: ??)'
p360
sVMark of Nurgle
p361
S' (Unverified in 7th)Models with the Mark of Nurgle have +1 Toughness.(Source: ??)'
p362
sVDaemonic Possession
p363
S" (Unverified in 7th)The vehicle's Ballistic Skill is reduced to 3. It ignores the effect of Crew Shaken and Crew Stunned results on a roll of a 2+. Embarked units are still affected by this result.\n\nRoll a D6 each time a unit embarks on a vehicle with the daemonic possession upgrade (including rolling at the start of your first turn if a unit begins the game embarked upon such a vehicle). On a roll of a 1, the Daemon devours a randomly chosen model in the unit - remove that model as a casualty with no saves of any kind allowed. The vehicle then recovers oue Hull Point lost earlier in the battle.(Source: ??)"
p364
sVBlastas
p365
S' (Unverified in 7th)Codex: Orks (pg 56)(Source: ??)'
p366
sVStubborn
p367
S' (Unverified in 7th)Ignore all negative Ld modifiers, if the unit has Fearless as well ignore this rule.(Source: BRB, p.43)'
p368
sVPsychic Pilot
p369
S' (Unverified in 7th)A vehicle with this special rule is treated as being Leadership 10 (before modifiers) for the purposes of Psychic tests. If the vehicle suffers Perils of the Warp, treat is as a glancing hit.(Source: 40k Rulebook, p.40)'
p370
sVMaster-crafted
p371
S' (Unverified in 7th)Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.(Source: 40k Rulebook, p.39)'
p372
sVShrouded
p373
S" (Unverified in 7th)A unit that contains at least one model with this special rule counts its cover saves as being 2 points better than normal. Note that this means a model with the Shrouded special rule always has a cover save of at least 5+, even if it's in the open.\n\nCover save bonuses from the Shrouded and Stealth special rules are cumulative (to a maximum of a 2+ cover save).(Source: 40k Rulebook, p.41)"
p374
sVCombat Familiar
p375
S' (Unverified in 7th)A model with a combat familiar makes two additional S4 AP- Melee Attacks. The combat familiar is always assumed to be on the same base as its master. If you wish to represent it separalely you can. However, the model itself plays no part in the game; if the model gets in the way, simply move it to one side.(Source: ??)'
p376
sVRites of Battle
p377
S" (Unverified in 7th)All models in Codex: Dark Angels 6th use his Azrael's Ledership as long as he is on the table.(Source: Codex: Dark Angels 6th, p.53)"
p378
sVMove Through Cover
p379
S' (Unverified in 7th)A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult terrain. In most circumstances, this will mean that the unit rolls 3D6 and picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests. THe Move Through Cover special rule has no effect on charge range rolls or Impact tests (see page 95). (Source: 40k Rulebook, p.40)'
p380
sVFleshmetal
p381
S' (Unverified in 7th)Fleshmetal confers a 2+ Armour Save.(Source: ??)'
p382
sVWaaagh!
p383
S' (Unverified in 7th)Orks live for the moment when they charge into battle, their deafening scream often being the last thing their enemies hear before being slaughtered by mobs of Boyz. Once per game, the Ork player can declare a Waaagh! at the beginning of his turn and it lasts until the beginning of his next turn. This may not normally be declared during the first turn as a proper Waaagh! needs some momentum behind it.\n \nFor the duration of the turn, all friendly Ork infantry units (except Gretchin) get the Fleet of Foot special rule. (Source: Codex: Orks pp. 31)\n'
p384
sVReinforced Ram
p385
S' (Unverified in 7th)A vehicle with a Reinforced ram can Tank Shock, and treats its front armour as two higher than normal when resolving Death or Glory attacks (to a maximum of 14). Furthermore, the vehicle may re-roll Dangerous Terrain tests.(Source: ??)'
p386
sVPsyker
p387
S' (Unverified in 7th)See the Warhammer 40K rulebook.(Source: ??)'
p388
sVTankbusta Bombz
p389
S' (Unverified in 7th)Tankbusta bombz are used just like krak grenades.(Source: ??)'
p390
sVDeff Rolla
p391
S' (Unverified in 7th)A Battlewagon with a deff rolla may re-roll Dangerous Terrain tests. Any Tank Shock made by a Battlewagon with a deff rolla causes D6 Strength 10 hits on the victim unit. If the unit elects to make a Death or Glory attack, it takes a further D6 Strength 10 hits in addition to the usual effects.(Source: ??)'
p392
sVThe Destroyer Hive
p393
S' (Unverified in 7th)Once per game, in any Assault phase, Typhus can unleash the Destroyer Hive instead of attacking. At the start of Typhus\' Initiative Step, place a large blast marker with the hole centered over Typhus (this does not scatter). All units (friend and foe) suffer a number of hits equal to the number of models from their unit that are at least partially under the large blast marker. These hits are resolved at S4 AP2 and have the "Ignores Cover" special rule. Do not count Typhus when working out how many hits are caused. Wounds from this attack cannot be allocated to Typhus.(Source: ??)'
p394
sVPsyker ML4
p395
S' (Unverified in 7th)Divination, Runes of Fate or Telepathy Disciplines(Source: ??)'
p396
sVPsyker ML1
p397
S' (Unverified in 7th)Runes of Battle Discpline(Source: ??)'
p398
sVPsyker ML3
p399
S' (Unverified in 7th)Divination, Funes of Fate or Telepathy Disciplines(Source: ??)'
p400
sVPsyker ML2
p401
S' (Unverified in 7th)Telepathy and Runes of Battle Discplines(Source: ??)'
p402
sVHover Strike
p403
S' (Unverified in 7th)At the start of its Movement phase, a model with this special rule can declare that it is making a special Hover Strike this turn. If it does so, its unit type changes to Skimmer until the start of its next Movement phase. It gains the Strafing Run special rule but cannot move, except to pivot on the spot.(Source: ??)'
p404
sS'Grenade'
p405
S' (Unverified in 7th)Some grenades can be used both in the Shooting phase and the Assault phase, albeit to different effect. Only one grenade (of any type) can be thrown by a unit per Shooting phase.'
p406
sVPreferred Enemy
p407
S' (Unverified in 7th)This rule is often presented as Preferred Enemy (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then everyone is a Preferred Enemy of the unit. A unit that contains at least one model with this special rule re-rolls failed To Hit and To Wound rools of 1 if attacking its Preferred Enemy. This applies to both shooting and close combat attacks. (Source: 40k Rulebook, p.40)'
p408
sVSharpshot
p409
S' (Unverified in 7th)Shots fired by models with this special rule (excluding Snap Shots) are always precision shots.(Source: Codex Eldar, p.55)'
p410
sVShootier
p411
S' (Unverified in 7th)Codex: Orks (pg 56)(Source: ??)'
p412
sS'Two-Handed'
p413
S" (Unverified in 7th)Weapons with this special rule allow no extra attacks from using two CCW's."
p414
sVPalanquin of Nurgle
p415
S' (Unverified in 7th)The model receives +2 Wounds, +1 Attack and gains the Very Bulky special rule.(Source: ??)'
p416
sVSharpshoot
p417
S' (Unverified in 7th)All shots fired by this model are Precision Shots(Source: ??)'
p418
sVAttack Squig
p419
S' (Unverified in 7th)Codex: Orks (pg 92)(Source: ??)'
p420
sVDeathwing Vehicle
p421
S' (Unverified in 7th)Preferred Enemy (Chaos Space Marines), you may make your opponent re-roll any vehicle damage result(Source: ??)'
p422
sVWalker of the Hidden Path
p423
S' (Unverified in 7th)Illic Nightspear has the Infiltrate special rule, and can be deployed anywhere on the battelfield that is outside of impassable terrain, regardless of enemy proximity. In addition, any friendly Eldar Rangers or Alaitoc Pathfinders that are Outflanking can choose to arrive next to Illic Nightspear when they become available. To do so, Deep Strike the unit so that it is wholly within 6" of Illic Nightspear - it does not scatter. (Source: Codex Eldar, p.55)'
p424
sVDon't Press Dat!
p425
S' (Unverified in 7th)Each Looted Wagon must roll a dice at the start of each Ork Movement phase. On a roll of a 1, that vehicle must move directly forward as far as possible as the Orks inside get carried away. This can potentially mean that the Wagon may Tank Shock an enemy unit. Passengers may not disembark this turn.(Source: ??)'
p426
sVPlasma Grenade
p427
S" (Unverified in 7th)Models equipped with plasma grenades don't suffer the penalty to their Initiative for charging enemies through difficult terrain.(Source: 40k Rulebook, p.62)"
p428
sVFortress of Shields
p429
S' (Unverified in 7th)Any model with the Inner Circle rule that is in base contact with a two models with this rule gain +1 Toughness(Source: ??)'
p430
sVScrolls of Magnus
p431
S' (Unverified in 7th)Models with the Mark of Tzeentch only. At the beginning of each of his turns, the bearer of the Scrolls of Magnus may choose to gain an additional psychic power for the rest of the game. To do so, roll a D6 and consult the table below to see which discipline the new psychic power is from. Then, randomly generate a power from that discipline, as\nif you were rolling for a Mastery Level I Psyker with the exception that you cannot swap to the Primaris Power. If this results in a power the bearer already knows, roll again on the table below. Every time the bearer rolls on the table below (including re-rolls), the secrets of the Scrolls wrack his mind - he immediately takes a Strength 3 AP1 hit, with the Ignores Cover special rule.(Source: ??)'
p432
sVBomb-squig
p433
S' (Unverified in 7th)Codex: Orks (pg 42)(Source: ??)'
p434
sVChaos Lord - Mark of Nurgle
p435
S' (Unverified in 7th)Plauge Marines are troops instead of elites(Source: ??)'
p436
sVMork's Teeth
p437
S' (Unverified in 7th)Codex: Orks (pg 62)(Source: ??)'
p438
sVAncient Doom
p439
S' Hatred Slasanesh, suffers a -1 to fear tests when in combat with any Slaanesh unit(Source: ??)'
p440
sVFighta Ace
p441
S' (Unverified in 7th)When shooting at jetbikes or vehicles with the skimmer type, a dakkajet with the fighta Ace upgrade is treated as being Ballistic Skill 3.(Source: ??)'
p442
sVExarch Power: Hit & Run
p443
S' (Unverified in 7th)Grants the Hit & Run USR(Source: ??)'
p444
sVFaolchu's Wing
p445
S' (Unverified in 7th)A model with Faolchu\'s Wing can Run up to 48" in its Shooting phase. If it does so it cannot shoot, charge or manifest psychic powers in that Shooting phase or the remainder of the turn. However, the model can re-roll failed cover saves until the start of its next turn.(Source: Codex Eldar, p.69)'
p446
sVHerald of Victory
p447
S' (Unverified in 7th)A unit that consists entirely of models with this special rule does not scatter when it arrives by Deep Strike.(Source: Codex Eldar, p.35)'
p448
sVSniper
p449
S" (Unverified in 7th)If a weapon has the Sniper special rule, or is fired by a model with the SNiper special rule, each To Hit roll of a 6 results in a Precision Shot (see page 63).\n\nFurthermore, if a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, its shooting attacks always wound on a To Wound roll of 4+, regardless of the victim's Toughness. Against vehicles, Sniper weapons count as Strength 3.\n\nSniper weapons also have the Pinning and Rending special rules.(Source: 40k Rulebook, p.42)"
p450
sVSteed of Slaanesh
p451
S' (Unverified in 7th)The model receives +1 Attack, and adds +3" to his Run moves. Furthermore, he gains the Acute Senses and Outflank special rules, and his unit type becomes Cavalry(Source: ??)'
p452
sVHit & Run
p453
S' (Unverified in 7th)A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test.\n\nIf the test is failed, nothing happens and the models remain locked in the fight. If the test is passed, choose a direction - then roll 3D6. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1"away from all of the enemy units they are engaged in combat with, the unit breaks away from combat and immediately moves a number of inches in the chosen direction equal to the 3D6 result, ignoring the units they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate D6".\n\nA Hit & Run move is not slowed by difficult terrain, but treats dangerous terrain normally. It may not be used to move into contact with enemy units, and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage, roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead.(Source: 40k Rulebook, p.38)'
p454
sVChoppa
p455
S' (Unverified in 7th)Choppas are close combat weapons, see the Warhammer 40K rulebook.(Source: ??)'
p456
sVWarlord Trait
p457
S' (Unverified in 7th)Pick (do not roll) on the Dark Angels Warlord table on Page 28(Source: Codex: Dark Angels 6th, p.53)'
p458
sS'Master-Crafted'
p459
S' (Unverified in 7th)Weapons with the Master-crafted rule allow the bearerto re-roll one failed roll To Hit per rurn with that weapon. '
p460
sVBolster Defences
p461
S" (Unverified in 7th)After Deployment, but before Scout and Infiltrators, nominate one peice of terrain in your deployment zone, the terrain's cover is increased by 1 to a maximum of 2+(Source: Codex: Dark Angels 6th, p.32)"
p462
sVLash of Torment
p463
S" (Unverified in 7th)The Lash of Torment reduces the Attacks of any model in base contact with Lucius by 1 (to a minimum of 1). In addition, all of Lucius' close combat attacks have the Shred special rule.(Source: ??)"
p464
sVRad Charge
p465
S" (Unverified in 7th)Every model in a unit hit by one or more rad shells suffers a -1 penalty to their Toughness until the end of the turn ( this can affect the victims' Instant Death threshold) .(Source: ??)"
p466
sVSlow and Purposeful
p467
S' (Unverified in 7th)Cannot run, turbo-boost, move flat out, perform sweeping advances or fire overwatch. They can shoot with heavy, salvo and ordance weapons, counting as stationary even if they moved in the previous movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordance, Rapid Fire or Salvo weapons.(Source: ??)'
p468
sVPlauge Zombies
p469
S' (Unverified in 7th)Any Chaos Cultist units (see the army list, pg 95) in the same army as Typhus can be nominated as Plague Zombies. Plague Zombies are Chaos Cultists that have the Fearless, Feel No Pain and Slow and Purposeful special rules, and cannot purchase options. They are armed with a single close combat weapon -any guns are used strictly for the purposes of clubbing meir victims to death!(Source: ??)'
p470
sVThe Phoenix Gem
p471
S' (Unverified in 7th)One use only. Immediately before the bearer of the Phoenix Gem is removed as a casualty, roll a D6. On a score of 1, nothing happens - remove the model as a casualty. On a score of 2-6, centre the large blast marker over the model. Each unit (friend or foe) suffers a number of Strength 4 AP5 hits equal to the number of models from their unit that are at least partially under the template. If at least one unsaved Wound is caused, the bearer is not removed as a casualty, but remains in play with a single Wound remaining. If no unsaved Wounds are caused, remove the model as a casualty.\n\nDoes not replace a weapon.(Source: Codex Eldar, p.69)'
p472
sVExarch Power: Fast Shot
p473
S' (Unverified in 7th)This model alwasy fires one more shot than is normal for his weapon, termplate weapons are not affected by this power.(Source: ??)'
p474
sVBattle Fortune
p475
S' (Unverified in 7th)This model has a 4+ invulnerable save.(Source: ??)'
p476
sVMark of Khorne
p477
S' (Unverified in 7th)Models with the Mark of Khorne have the Rage and Counter-attack special rules.(Source: ??)'
p478
sS'Shroud of Heroes'
p479
S' (Unverified in 7th)Grants Feel No Pain (5+), in addition as long as the wearer is not in a unit he has Shrouded'
p480
sVCrystal Targeting Matrix
p481
S" (Unverified in 7th)One use only. A non-Walker vehicle with this upgrade can fire one weapon, at the vehicle's full Balistic Skill, after moving Flat Out in the Shooting phase.(Source: ??)"
p482
sVWarphead
p483
S' (Unverified in 7th)Codex: Orks (pg 37)(Source: ??)'
p484
sVWarp Jump Generator
p485
S' (Unverified in 7th)Models with Warp jump generators gain the Jet Pack unit type. In the Movement phase, a model with a Warp jump generator can choose to either move as Jet Pack Infantry or make a Warp jump. If making a Warp jump, it immediately moves up to 6+2D6" in any direction (roll once per unit each turn), ignoring all intervening terrain and models. This move ignores dangerous terrain. If the 2D6 roll is a double, one member of the unit (determined randomly) is removed as a casulaty. Warp jumps cannot be used when falling back.(Source: Codex Eldar, p.67)'
p486
sVDistort
p487
S" (Unverified in 7th)When rolling To Wound against non-vehicle models with this weapon, on rolls of a 6, it wounds automatically (regardless of the target's Toughness) and has the Instant Death special rule. Against vehicle models, if this weapon rolls a 6 for armour penetration, it automatically causes a penetrating hit, regardless of whether the armour penetration roll was higher than the vehicle's armour value or not.(Source: Codex Eldar, p.62)"
p488
sVScout
p489
S' (Unverified in 7th)After both sides have deployed (including Infiltrators), but before the first player begins his first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, a Walker or a Monstrous Creature, each model can redeploy anywhere entirely within 6" of its current position. If itis any other type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts must remain more than 12" away from any enemy units. A unit that makes a Scout redeployment cannot charge in the first turn. A unit cannot embark or disembark as part of a Scout redeployment.\n\nIf both sides have Scouts, roll-off; the winner decides who redeploys first. Then alternate redeploying Scout units.\n\nIf a unit with this special rule is deployed inside a Dedicated Transport, it confers the Scout special rule to the Transport (though a disembarkation cannot be performed as part of the redeployment). Note that a Transport with this special rule does not lose it if a unit without this special rule is embarked upon it.\n\nThis rule also confers the Outflank special rule (see page 40).(Source: 40k Rulebook, p.41)'
p490
sVPsychic: Weirdboy Psychic Powers
p491
S' (Unverified in 7th)Codex: Orks (pg 37)(Source: ??)'
p492
sVVast Stasis Anomaly
p493
S' (Unverified in 7th)Every model in a unit hit by one or more weapons with this special rule suffers a -3 penalty to its Weapon\nSkill and Initiative, to a minimum of 1, until the end of the turn. This replaces any penalty inflicted on a target by a Stasis Anomaly.(Source: ??)'
p494
sVRavenwing Combat Squads
p495
S' (Unverified in 7th)The Attack bike and Land speeder are purchased as part of the Squadron but will always operate as an individual, if there are 6 bikers left after the attack bike and land speeder have split, then they operate as two squadrons of 3(Source: ??)'
p496
sVWarlord Trait: Ambush of Blades
p497
S' (Unverified in 7th)One use only. Declare your Warlord is using this ability at the start of one of your Shooting or Assault phases. For the duration of the phase, the Warlord and all friendly units from Codex: Eldar within 12" of him, re-roll 1s when rolling To Wound.(Source: Codex Eldar, p.25)'
p498
sVGoldtoof Armour
p499
S' (Unverified in 7th)It confers a 3+ armour saving throw, and also incorporates a force field that gives the Kaptin a 5+ invulnerable save.(Source: ??)'