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rules.csv
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365 lines (365 loc) · 98.6 KB
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'Ard Case, (Unverified in 7th)Codex: Orks (pg 93)(Source: ??)
'Eavy Armour, (Unverified in 7th)It confers a 4+ armour save.(Source: ??)
'Urty Syringe, (Unverified in 7th)An 'urty syringe is a poisoned (4+) close combat weapon.(Source: ??)
Acrobatic, (Unverified in 7th)Units entirely composed of models with this special rule Run an additional 3" (this will normally be D6+3").(Source: Codex Eldar&COMMA p.32)
Adamantium Skull, (Unverified in 7th)Being headbutted by Ghazghkull is much like being hit by a mag-train. When Ghazghkull charges&COMMA he gets +2A instead of the usual +1. Furthermore&COMMA Ghazghkull is immune to instant death. (Rage&COMMA Eternal Warrior)
Ambush, (Unverified in 7th)Codex: Orks (pg 62)(Source: ??)
Ammo Runt, (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&COMMA just move them to one side if they become a problem.(Source: ??)
Ancient Doom, Hatred Slasanesh&COMMA suffers a -1 to fear tests when in combat with any Slaanesh unit(Source: ??)
And They Shall Know No Fear, (Unverified in 7th)Automatically regroups&COMMA can act normally on the turn it regroups&COMMA not killed by sweeping advances and is immune to fear.(Source: BRB&COMMA p.33)
Armour Plates, (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.
Armour of Shrieking Souls, (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&COMMA the unit (or model&COMMA if he is in a challenge) that caused the Wound immediately suffers a S4 AP2 hit with the Ignores Cover special rule.(Source: ??)
Armourbane, If a model has this special rule&COMMA or is attacking with a Melee weapon that has this special rule&COMMA it rolls an additional D6 for armour penetration in close combat. If a model makes a shooting attack with a weapon that has this special rule&COMMA it rolls an additional D6 for armour penetration. In either case&COMMA this special rule has no effect against non-vehicle models.
Assault, A weapon that can be fired in the shooting phase without preventing the firer from assaulting in the assault phase
Assault Vehicle, (Unverified in 7th)Passengers may assault the same turn they disembark(Source: ??)
Attack Squig, (Unverified in 7th)Codex: Orks (pg 92)(Source: ??)
Aura of Dark Glory, (Unverified in 7th)A model with an aura of dark glory has a 5+ invulnerable save.(Source: ??)
Auspex, (Unverified in 7th)Forego shooting to make an enemy unit within 12" reduce it's cover save by 1&COMMA untill the end of the phase
Bane of the Traitor, (Unverified in 7th)When a Weapon with this Special Rule is used to attack a model from Codex: Chaos Space Marines&COMMA the AP is improved by 1 (to a max of 1)(Source: Codex: Dark Angels 6th&COMMA p.62)
Banshee Mask, (Unverified in 7th)When one or more models with a banshee mask charge into combat&COMMA all enemy models in the combat suffer -5 to their Initiative (to a minimum of 1) until the end of that phase.(Source: Codex Eldar&COMMA p.66)
Battle Focus, A unit that contains only models with the Battle Focus special rule can either shoot and the Run&COMMA or Run and then shoot&COMMA in the same Shooting phase. The unit must complete both actions before you move onto the next unit - otherwise the chance to make the second action is forfeit.&CRLF&CRLFA model cannot Run if it fired a Heavy weapon during the same Shooting phase unless it has the Relentless special rule. Similarly&COMMA a model that has Run cannot then fire a Heavy weapon in the same Shooting phase unless it has the Relentless special rule. Models that cannot Run gain no benefit from the Battle Focus special rule. (Source: Codex Eldar&COMMA p.25)
Battle Fortune, (Unverified in 7th)This model has a 4+ invulnerable save.(Source: ??)
Beseech the Dark Gods, (Unverified in 7th)After deployment&COMMA if a character in the Dark Apostle's unit (including the Apostle himself) rolls on the Chaos Boon table&COMMA he may re-roll the result.(Source: ??)
Bigbomm, (Unverified in 7th)Codex: Orks (pg 48)(Source: ??)
Bike of the Aporkalypse, (Unverified in 7th)Codex: Orks (pg 60)(Source: ??)
Black Crusader (Warlord Trait), (Unverified in 7th)The Warlord and all friendly units within 12" of the Warlord have the Preferred Enemy (Space Marines) special rule.(Source: ??)
Bladestorm, When a weapon with this special rule rolls a 6 To Wound&COMMA the target is wounded automatically and the Wound is resolved at AP2.(Source: Codex Eldar&COMMA p.63)
Blast, (Unverified in 7th)Against vehicles&COMMA see BRB pp. 73. Against other units&COMMA pp 33
Blastas, (Unverified in 7th)Codex: Orks (pg 56)(Source: ??)
Blessing of the Blood God, (Unverified in 7th)Kharn and his unit always pass their Deny the Witch rolls on a 2+. In addition&COMMA if Kharn suffers an unsaved Wound from a Force weapon&COMMA that weapon cannot inflict Instant Death on him.(Source: ??)
Blessing of the Omnissiah, (Unverified in 7th)In each Shooting Phase&COMMA instead of firing a weapon&COMMA the Techmarine may choose to repair a single friendly vehicle in base contact or embarked on.&CRLFRoll a D6 and add the following modifiers (if applicable): +1 for a Servo Harness&COMMA and +1 for each Servo armed servitor in his unit.&CRLFIf the result is 5 or more you may either restore a Hull Point or repair a Weapon Destroyed or Immobilised result&COMMA this is effective immediatly (ie the vehicle can then fire the reparied weapon)(Source: Codex: Dark Angels 6th&COMMA p.32)
Blight Grenades, (Unverified in 7th)Models with the Mark of Nurgle only. Blight grenades count as both assault and defensive grenades.(Source: ??)
Blind, (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&COMMA all is well. If the Initiative test is failed&COMMA 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&COMMA we assume they are prepared and they automatically pass the test. Furthermore&COMMA any model that does not have an Initiative characteristic are unaffected by this special rule.(Source: 40k Rulebook&COMMA p.34)
Boarding Plank, If a unit disembarks from an Open-topped vehicle with a boarding plank and declares a charge in the same turn&COMMA it adds +2 to its charge distance (to a maximum of 12).
Bolster Defences, (Unverified in 7th)After Deployment&COMMA but before Scout and Infiltrators&COMMA nominate one peice of terrain in your deployment zone&COMMA the terrain's cover is increased by 1 to a maximum of 2+(Source: Codex: Dark Angels 6th&COMMA p.32)
Bomb-squig, (Unverified in 7th)Codex: Orks (pg 42)(Source: ??)
Bosspole, (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: ??)
Bulky, (Unverified in 7th)Bulky models count as two models for the purposes of Transport Capacity.(Source: 40k Rulebook&COMMA p.35)
Burna, (Unverified in 7th)A burna may be used in the Shooting phase&COMMA or as a power weapon in the Assault phase&COMMA but not both in the same turn.(Source: ??)
Champion of Chaos, A model with the Champion of Chaos special rule must always issue and accept a challenge whenever possible.&CRLF&CRLFWhenever a character with the Champion of Chaos special rule kills an enemy character&COMMA you must immediately check to see if the Dark Gods reward him. To do this&COMMA roll a D66 on the Chaos Boon table (page 29)(Source: ??)
Chaos Lord - Mark of Khorne, (Unverified in 7th)Khorne Berzerkers are troops instead of elites(Source: ??)
Chaos Lord - Mark of Nurgle, (Unverified in 7th)Plauge Marines are troops instead of elites(Source: ??)
Chapter Tactics (Ultramarines), (Unverified in 7th)Combat Doctrines: This detachment can utilise each of the&CRLFfollowing Combat Doctrines once per game. To do so&COMMA at the&CRLFstart of your turn&COMMA state which doctrine you wish to use (if&CRLFany)- that doctrine is in effect until the beginning of your&CRLFnext turn. You can only use one Combat Doctrine per turn.&CRLF\begin{description}&CRLF\item[Tactical Doctrine] Models in this detachment re-roll&CRLFall To Hit ro lls of 1 made in the Shooting phase.&CRLFModels in the detachment's Tactical Squads instead&CRLFre-ro ll all failed To Hit rolls made in the Shooting phase.&CRLF\item[Assault Doctrine] Units in this detachment can re-roll&CRLFtheir charge range. Models in the detachment's&CRLFAssault Squads&COMMA Bike Squads and Attack Bike Squads&CRLFinstead have the Fleet special rule.&CRLF\item[Devastator Doctrine] Models in this detachment may&CRLFre-roll To Hit with Snap Shot~ (including Overwatch&CRLFshots) . In addition&COMMA models in the detachment's&CRLFDevastator Squads have the Relentl ess special rule unless they&CRLFdisembark from a Transport in their Movement phase.&CRLF\end{description}&CRLF
Choppa, (Unverified in 7th)Choppas are close combat weapons&COMMA see the Warhammer 40K rulebook.(Source: ??)
Combat Familiar, 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&COMMA the model itself plays no part in the game; if the model gets in the way&COMMA simply move it to one side.(Source: CSM codex pp. 67)
Combat Squads, (Unverified in 7th)A 10-man unit with this rule can break down into two 5-man units.&CRLFYou must decide which units are splitting into combat squads&COMMA and which models go into which combat squad BEFORE deployment&COMMA for all pourposes they are two seperate units.&CRLFNote: two combat squads split from the same unit may share tansport space in the same transport vehicle.(Source: Codex: Dark Angels 6th&COMMA p.28)
Concussive, Some weapons are designed to leave any foe that manages to survives their strike disoriented and easy to slay. A model that suffers one or more unsaved Wounds from a weapon with this special rule is reduced to Initiative 1 until the end of the following Assault phase.
Counter-attack, If a unit contains at least one model with this special rule&COMMA and that unit is charged&COMMA every model with this rule gets +1A until the end of the phase. If the unit was locked in combat already&COMMA this rule has no effect.
Crushing Blow, (Unverified in 7th)This model has a +1 Strength.(Source: ??)
Crystal Targeting Matrix, (Unverified in 7th)One use only. A non-Walker vehicle with this upgrade can fire one weapon&COMMA at the vehicle's full Balistic Skill&COMMA after moving Flat Out in the Shooting phase.(Source: ??)
Cursed, (Unverified in 7th)When engaged in combat&COMMA Yriel must re-roll saving throws of 6.(Source: Codex Eldar&COMMA p.54)
Cybork Body, (Unverified in 7th)A model with a cybork body has a 5+ invulnerable saving throw.(Source: ??)
Da Powder Grotz, (Unverified in 7th)Codex: Orks (pg 57)(Source: ??)
Da Vulcha's Klaws, (Unverified in 7th)On any turn that Zagstruk charges&COMMA he counts as having a power klaw that strikes in normal Initiative order (remember that with Zagstruk's Furious Charge this will be resolved at Initiative 4).(Source: ??)
Daemon, (Unverified in 7th)Models with the Daemon special rule have a 5+ invulnerable save&COMMA and the Fear special rule.(Source: ??)
Daemon Weapon, (Unverified in 7th)At the start of each Fight sub-phase during which the bearer of a Daemon Weapon is locked in combat&COMMA roll a D6. On a roll of a 1&COMMA the model immediately suffers a Wound with no armour saves allowed and his Weapon Skill is 1 until the end of the phase. On a roll of 2+&COMMA the bearer gains that many additional Attacks until the end of the phase. If the bearer has multiple Melee weapons&COMMA only roll a D6 if he chooses to attack with a Daemon Weapon.(Source: ??)
Daemon of Khorne, (Unverified in 7th)Furious Charge; Hatred (Daemons of Slaanesh)(Source: ??)
Daemon of Nurgle, (Unverified in 7th)Hatred (Daemons of Tzeentch); Shrouded; Slow and Purposeful.(Source: ??)
Daemon of Slaneesh, (Unverified in 7th)Fleet; Hatred (Daemons of Khorne); Rending; Run an additional 3".(Source: ??)
Daemon of Tzeentch, (Unverified in 7th)Hatred (Daemons of Nurgle); re-roll all saving throw results of 1.(Source: ??)
Daemonforge, (Unverified in 7th)Once per game&COMMA at the start of any Shooting or Assault phase&COMMA the Daemonforge may be activated. For the rest of the phase&COMMA 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&COMMA roll a D6. If the result is a 1&COMMA the model loses a Hull Point with no saves of any kind allowed.(Source: ??)
Daemonic Possession, (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.&CRLF&CRLFRoll 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&COMMA 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: ??)
Deathwing Assault, (Unverified in 7th)Units composed entirely composed of models with this rule and wearing Terminator Armour can choose to make a Deathwing Assault.&CRLFImmediatly after determining Warlord Traits&COMMA tell your opponent which units are making a Deathwing Assault&COMMA 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&COMMA p.44)
Deathwing Vehicle, (Unverified in 7th)Preferred Enemy (Chaos Space Marines)&COMMA you may make your opponent re-roll any vehicle damage result(Source: ??)
Deep Strike, (Unverified in 7th)Read the BRB&COMMA it's too complicated to explain in a small space.(Source: BRB&COMMA p.36)
Deff Rolla, (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&COMMA it takes a further D6 Strength 10 hits in addition to the usual effects.(Source: ??)
Demagogue, (Unverified in 7th)Friendly units from this codex within 6" of a Dark Apostle must use his Leadership instead of their own.(Source: ??)
Digital Weapons, (Unverified in 7th)Re-roll a single failed to wound roll in the assault phase
Dimensional Key, (Unverified in 7th)When the bearer kills an enemy model in the Fight sub-phase&COMMA he may immediately unlock the Key's power. From this point on&COMMA 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: ??)
Dirge Caster, (Unverified in 7th)Enemy units within 6" of one or more vehicles with a dirge caster cannot fire Overwatch.(Source: ??)
Disarming Strike, (Unverified in 7th)In any round of a challenge&COMMA this model can attempt to termporarily disarm his opponent. If he wishes to do so&COMMA both he and his opponent roll a D6 before either makes any To Hit rolls. The model with this power adds 1 to the total if his Weapon Skill is higher than his opponent's.&CRLF&CRLFIf the model's total is equal to or higher than his opponent's&COMMA nominate one of the opponent's melee weapons - this is treated as a close combat weapon until the end of the phase. If his opponent has no weapons&COMMA this ability has no effect.(Source: ??)
Disc of Tzeentch, (Unverified in 7th)The model receives +1 Attack and his unit type becomes Jetbike.(Source: ??)
Distort, (Unverified in 7th)When rolling To Wound against non-vehicle models with this weapon&COMMA on rolls of a 6&COMMA it wounds automatically (regardless of the target's Toughness) and has the Instant Death special rule. Against vehicle models&COMMA if this weapon rolls a 6 for armour penetration&COMMA it automatically causes a penetrating hit&COMMA regardless of whether the armour penetration roll was higher than the vehicle's armour value or not.(Source: Codex Eldar&COMMA p.62)
Dok's Tools, (Unverified in 7th)He confers the Feel No Pain special rule to his unit.(Source: ??)
Don't Press Dat!, (Unverified in 7th)Each Looted Wagon must roll a dice at the start of each Ork Movement phase. On a roll of a 1&COMMA 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: ??)
Drop Pod Assault, (Unverified in 7th)At the beginning of your first turn&COMMA half rounding up of your drop pods come in via Deep Strike(Source: ??)
Duellist's Pride, (Unverified in 7th)While Lucius is in a challenge&COMMA his Attacks characteristic is equal to the Weapon Skill of his opponent.(Source: ??)
Eldar Jetbike, (Unverified in 7th)Move up to 12" in the Movement phase. &CRLF&CRLFJetbikes can always move over all other models and all terrain freely. However&COMMA if a moving Jetbike begins or ends its move in difficult terrain&COMMA it must take a Dangerous Terrain test. Jetbikes cannot end their move over other models or impassable terrain&COMMA except that they can end their move on top of impassable terrain if it is actually possible to place the models on top of it. If they do that&COMMA however&COMMA they treat the impassable terrain as dangerous terrain.&CRLF&CRLFJetbikes fall back 3D6".&CRLF&CRLFJetbikes cannot Go to Ground&COMMA and cannot be Pinned.&CRLF&CRLFCharges are not slowed by difficult terrain. However&COMMA each Jetbike model that charges an enemy model behind a barricade or Aegis defense line&COMMA must take a Dangerous Terrain test.&CRLF&CRLFTurbo-boost: move up to 36" instead of firing in their Shooting phase. They cannot shoot&COMMA charge or execute any other voluntary action for the rest of the turn after Turbo-boosting.&CRLF&CRLFMay move up to 2D6" in the Assault phase&COMMA even if they don't charge and even if they arrived by Deep Strike that turn. They treate difficult terrain the same wasy as during the movement phase.(Source: 40k Rulebook&COMMA p.45)
Enhanced Warriors, (Unverified in 7th)One Chaos Space Marine unit (see the army list&COMMA 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: ??)
Eternal Warrior, (Unverified in 7th)A model wih this special rule is immune to the effects of Instant Death.(Source: ??)
Exarch Power: Battle Fortune, (Unverified in 7th)this model has a 4++(Source: ??)
Exarch Power: Crushing Blow, (Unverified in 7th)This model has +1S(Source: ??)
Exarch Power: Disarming Strike, (Unverified in 7th)In any round of a Challenge&COMMA this model may attempt to disarm the opponent&COMMA both players roll a D6 (if the modle with this power has a higher WS add 1 to his roll).&CRLFIf 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: ??)
Exarch Power: Fast Shot, (Unverified in 7th)This model alwasy fires one more shot than is normal for his weapon&COMMA termplate weapons are not affected by this power.(Source: ??)
Exarch Power: Fear, (Unverified in 7th)Gives the Fear USR(Source: ??)
Exarch Power: Feel no Pain, (Unverified in 7th)Grants Feel no Pain USR(Source: ??)
Exarch Power: Hit & Run, (Unverified in 7th)Grants the Hit & Run USR(Source: ??)
Exarch Power: Iron Resolve, (Unverified in 7th)This model has +1LD(Source: ??)
Exarch Power: Marksman's Eye, (Unverified in 7th)This model make precision shots on a 5+ rather than on a 6(Source: ??)
Exarch Power: Monster Hunter, (Unverified in 7th)Grants the Monster Hunter USR(Source: ??)
Exarch Power: Night Vision, (Unverified in 7th)Grants the Night Vision USR(Source: ??)
Exarch Power: Shield of Grace, (Unverified in 7th)In any round of a challenge this model may choose to defend gaining a 3++&COMMA but can only make one attack this round.(Source: ??)
Exarch Power: Stalker, (Unverified in 7th)In the first round of a challenge the model may attempt to backstab the opponent&COMMA if the attempt is made both players roll a D6 before any attacks are made&COMMA if this models I is higher than the opponent add 1 to the roll.&CRLFIf this model's total is equal to or higher than the opponent's he re-rolls all failed to hit rolls this phase(Source: ??)
Exhaust Cloud, (Unverified in 7th)Warbikers produce great clouds of smoky exhaust fumes&COMMA giving them a 4+ cover save.(Source: ??)
Faolchu's Wing, (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&COMMA charge or manifest psychic powers in that Shooting phase or the remainder of the turn. However&COMMA the model can re-roll failed cover saves until the start of its next turn.(Source: Codex Eldar&COMMA p.69)
Fast Shot, (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: ??)
Fear, (Unverified in 7th)At the start of each Fight sub-phase&COMMA a unit in base contact with one or more enemy models that cause Fear must take a Leadership test (called a Fear test) before any blows are struck.&CRLF&CRLFIf the test is passed&COMMA all is well and there is no effect. If the test is failed&COMMA the unit succumbs to fear - all models in the unit have their Weapon Skill reduced to 1 for the remainder of that Fight sub-phase.&CRLF&CRLFNote that some units are less prone to Fear than others. Units that contain one or more models with the And They Shall Know No Fear or Fearless special rules automatically pass Fear tests. However&COMMA a model that causes Fear is not itself immune to Fear. (Source: 40k Rulebook&COMMA p.35)
Fearless, (Unverified in 7th)Units containing one or more models with the Fearless special rule automatically pass Pinning&COMMA Fear and Regroup tests and Morale checks&COMMA 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: ??)
Feel No Pain, (Unverified in 7th)When a model with this special rule suffers an unsaved Wound&COMMA it can make a special Feel No Pain roll to avoid being wounded (this is not a saving throw). Roll a D6 each time an unsaved Wound is suffered. On a 4 or less&COMMA you must take the Wound as normal. On a 5+&COMMA the unsaved Wound is discounted - treat it as having been saved.&CRLF&CRLFNot that Feel No Pain rolls cannot be made against unsaved Wounds that inflict Instant Death. &CRLF&CRLFIf a unit has the Feel No Pain special rule with a number in brackets aftwerwards - Feel No Pain (6+)&COMMA for example - then the number in brackets is the D6 result needed to discount the Wound.&CRLF&CRLFIf one or more models in a unit have the Feel No Pain special rule then the Mixed Saves method of Wound allocation should always be used for allocating Wounds and removing casualties from that unit; Feel No Pain rolls should be individually made after each failed save.&CRLF&CRLFFAQ: Feel No Pain can be used to resist a Wound suffered from Perils of the Warp. Eternal Warrior does not allow Feel No Pain to be rolled against Wounds that inflict Instant Death. Force Weapon activation is made before determining whether or not a victim is permitted a Feel No Pain roll. (Source: ??)
Feel No Pain (6+), (Unverified in 7th)Ignore unsaved wounds on a 6+&COMMA treat it as saved wound(Source: ??)
Fighta Ace, (Unverified in 7th)When shooting at jetbikes or vehicles with the skimmer type&COMMA a dakkajet with the fighta Ace upgrade is treated as being Ballistic Skill 3.(Source: ??)
First Amongst Chosen, (Unverified in 7th)In a pirmary detatchment that includes Abbodon&COMMA units of Chosen are troop choices instead of Elite choices.(Source: ??)
Flail, (Unverified in 7th)lf one or more enemy models are in base contact with a model with a Flail weapon at the beginning of the Fight sub-phase&COMMA roll a D3 and subtract the result from the Weapon Skill of those models (to a minimum of 1) for the duration of that phase.(Source: ??)
Fleet, 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&COMMA p.0)
Fleshbane, (Unverified in 7th)If a model has this special rule&COMMA or is attacking with a Melee weapon that has this special rule&COMMA they always wound on a 2+.(Source: ??)
Fleshmetal, (Unverified in 7th)Fleshmetal confers a 2+ Armour Save.(Source: ??)
Flip Belt, (Unverified in 7th)They ignore difficult terrain.(Source: ??)
Force, Force weapons are charged by the psychic might of the wielder&COMMA turning them from mere physical tools to mystical weapons of incredible potency. Any Psyker that has one or more weapons with this special rule knows the Force psychic power in addition to any other powers they know: \\ \textbf{Force - Warp Charge 1} The psyker channels his powers through the psi-circuitry of his force weapon&COMMA transforming it from a mere physical weapon into one that can rend reality. Force is a blessing psychic power that targets the Psyker and his unit. All of the targets weapons that have the Force special rule gain the Instant Death special rule until the start of your next Psychic phase.
Forceshield, (Unverified in 7th)A model with a forceshield has a 4+ invulnerable save.(Source: ??)
Fortress of Shields, (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: ??)
Furious Charge, (Unverified in 7th)In a turn in which a model with this special rule charges into combat&COMMA 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&COMMA p.37)
Ghosthelm, (Unverified in 7th)If a model with a ghosthelm suffers an unsaved Wound from Perils of the Warp&COMMA he can prevent it by immediately expending a Warp Charge point (if he has one).(Source: Codex Eldar&COMMA p.66)
Ghostwalk matrix, (Unverified in 7th)A vehicle with this upgrade has the Move Through Cover special rule.(Source: ??)
Gift of Mutation, Before deployment&COMMA 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: CSM codex pp. 67)
Gift of Prescience, (Unverified in 7th)If your army contains Tigurius&COMMA you can choose to re-roll any Reserve Rolls that apply to units from the same detachment- even successful ones.
Gitfindas, (Unverified in 7th)ORK FAQ(Source: ??)
Glory Hogs, (Unverified in 7th)They must always attempt to shoot at and/or assault an enemy vehicle if there is one in line of sight&COMMA regardless of range. If there is no visible vehicle target&COMMA the Tankbustas may select a target at normal.(Source: ??)
Goldtoof Armour, (Unverified in 7th)It confers a 3+ armour saving throw&COMMA and also incorporates a force field that gives the Kaptin a 5+ invulnerable save.(Source: ??)
Gorechild, (Unverified in 7th)Kharn's melee attacks always hit on a 2+ (even if they would othenvise hit automatically).(Source: ??)
Grabba Stik, (Unverified in 7th)Codex: Orks (pg 50)(Source: ??)
Grabba Stikk, (Unverified in 7th)Each Assault Phase&COMMA a model with a Grabba Stikk can cause a single model in base contact to lose an Attack&COMMA to a minimum of 1. (Source: Codex Orks pp. 50)
Grabbin' Klaw, (Unverified in 7th)Codex: Orks (pg 92)(Source: ??)
Grand Master of the Deathwing, (Unverified in 7th)In a primary Detachment that contains Belial&COMMA Deathwing Terminator Squads are troops choices instead of elites.(Source: Codex: Dark Angels 6th&COMMA p.92)
Grenade, (Unverified in 7th)Some grenades can be used both in the Shooting phase and the Assault phase&COMMA albeit to different effect. Only one grenade (of any type) can be thrown by a unit per Shooting phase.
Grenade Pack, (Unverified in 7th)Ant time a unit with a grenade pack enters play by Deep Strike and does not suffer a Deep Strike mishap&COMMA 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&COMMA it must target the same target unit if possible.(Source: Codex Eldar&COMMA p.66)
Grim Resolve, (Unverified in 7th)A model with this rule has Stubborn. In addition they may never choose to fail a morale check.(Source: Codex: Dark Angels 6th&COMMA p.28)
Grot Gunner (Big Shoota), (Unverified in 7th)BS 3 (Source: ??)
Grot Oiler, (Unverified in 7th)Codex: Orks (pg 34)(Source: ??)
Grot Orderly, (Unverified in 7th)A Grot Orderly allows the Painboy's unit to re-roll a single Feel No Pain roll. Remove the Orderly model once he has been used. Orderly models are purely decorative and are always ignored for game purposes&COMMA just move them to one side if they become a problem.(Source: ??)
Grot Riggers, (Unverified in 7th) When an Ork vehicle takes a hit&COMMA Grots will swarm out of its recesses and repair the damage. An Immobilised Ork vehicle with Grot riggers may roll a dice during the ork shooting phase - on a 4+ the Immobilised result is negated. The vehicle is able to start moving next turn.
Grot-Prod, (Unverified in 7th)Codex: Orks (pg 50)(Source: ??)
HQ Requirement, (Unverified in 7th)This unit may not be used to fulfill the mandatory HQ slot on a Force Org chart.(Source: ??)
HWP, (Unverified in 7th)Platform has it's own toughness and save&COMMA shown in brackets. To do: write the rest of this.
Hallucinogen Grenades, (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: ??)
Hammer of Wrath, If a model with this special rule charges and ends its charge move in base contact with one or more enemy models&COMMA 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.&CRLF&CRLFIf a model with this special rule charge a Transport vehicle or building&COMMA the Hammer of Wrath hit is resolved against the Transport vehicle or building&COMMA not the occupants.&CRLF&CRLFFAQ: These attacks do not benefit from any special rules (Furious Charge&COMMA Poisoned&COMMA Rending)&COMMA or any weapons or other wargear.(Source: 40k Rulebook&COMMA p.37)
Hand of Asuryan, (Unverified in 7th)If your primary detachment inclues Asurmen&COMMA he must be your Warlord. When determining Warlord Traits for Asurmen&COMMA he always has D3 traits from the Eldar Warlord Traits table (p 25) - re-roll any duplicates.(Source: Codex Eldar&COMMA p.56)
Hatred, In the far future&COMMA hatred is a powerful ally. This rule is often presented as Hatred (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe&COMMA then the unit has Hatred against everyone. This can refer to a Faction&COMMA or a specific unit. For example&COMMA Hatred (Orks) means any model with the Ork Faction&COMMA whilst Hatred (Big Meks) means only Big Meks. A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of each close combat.
Hatred (Abaddon), (Unverified in 7th)Blood Angels have the Hatred (Abaddon) special rule.(Source: ??)
Hatred Incarnate (Warlord Trait), (Unverified in 7th)The Warlord and his unit have the Hatred special rule.(Source: ??)
Haywire, (Unverified in 7th)When a weapon with this special rule hits a vehicle&COMMA roll a D6 to determine the effect rather than rolling Armour Penetration normally.&CRLF&CRLFD6 Result&CRLF1 No effect&CRLF2-5 Glancing hit&CRLF6 Penetrating hit(Source: 40k Rulebook&COMMA p.37)
Herald of Victory, (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&COMMA p.35)
Hit & Run, (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&COMMA it must take an Initiative test.&CRLF&CRLFIf the test is failed&COMMA nothing happens and the models remain locked in the fight. If the test is passed&COMMA choose a direction - then roll 3D6. As long as the distance rolled&COMMA in inches&COMMA is sufficient to allow the entire unit to move over 1"away from all of the enemy units they are engaged in combat with&COMMA the unit breaks away from combat and immediately moves a number of inches in the chosen direction equal to the 3D6 result&COMMA 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".&CRLF&CRLFA Hit & Run move is not slowed by difficult terrain&COMMA but treats dangerous terrain normally. It may not be used to move into contact with enemy units&COMMA and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage&COMMA roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat&COMMA it Consolidates instead.(Source: 40k Rulebook&COMMA p.38)
Holo-fields, (Unverified in 7th)Provided the vehicle moved in the previous turn&COMMA it gains +1 cover save. If it does not already have a cover save&COMMA it gains a 6+ cover save.(Source: ??)
Hood of Hellfire, (Unverified in 7th)The Hood of Hellfire is a psychic hood. Furtl1ermore&COMMA it enables Tigurius to re-roll failed Psychic tests.
Hover Strike, (Unverified in 7th)At the start of its Movement phase&COMMA a model with this special rule can declare that it is making a special Hover Strike this turn. If it does so&COMMA its unit type changes to Skimmer until the start of its next Movement phase. It gains the Strafing Run special rule but cannot move&COMMA except to pivot on the spot.(Source: ??)
Ichor Blood, (Unverified in 7th)Any unit that causes one or more unsaved wounds on a model with ichor blood during the Fight sub-phase immediately takes a S3 AP4 hit per Wound caused.(Source: ??)
Icon of Despair, (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: ??)
Icon of Excess, (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: ??)
Icon of Flame, (Unverified in 7th)Units with the Mark of Tzeentch only. All boltguns&COMMA combi- bolters&COMMA heavy bolters and bolt pistols carried by models with the Mark of Tzeentch in a unit equipped with an icon of flame have the Soul Blaze special rule.(Source: ??)
Icon of Old Caliban, (Unverified in 7th)Friendly Dark Angels within 12" add 1 to their combat resolution(Source: ??)
Icon of Vengance, (Unverified in 7th)All models in a unit equipped with an icon of vengeance have the Fearless special rule.(Source: ??)
Icon of Wrath, (Unverified in 7th)Units with the Mark of Khorne only. All models with the Mark of Khorne in a unit equipped with an icon of wrath have the Furious Charge special rule. When determining its charge range&COMMA a unit with this icon may re-roll the result.(Source: ??)
Ignores Cover, (Unverified in 7th)Cover saves cannot be taken against Wounds caused by weapons with the Ignores Cover special rule.(Source: 40k Rulebook&COMMA p.38)
Impact, (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: ??)
Independent Character, Mighty heroes go where they are needed&COMMA charging at the forefront of the most vital charges and leading their troops to victory. Independent Characters can join other units. They cannot&COMMA however&COMMA join units that contain vehicles or Monstrous Creatures. They can join other Independent Characters&COMMA though&COMMA to form a powerful multi-character unit! \\ \textbf{Joining and Leaving a Unit} \\ An Independent Character can begin the game already with a unit&COMMA either by being deployed in unit coherency with it or&COMMA if the unit is in Reserve&COMMA by you informing your opponent of which unit it has joined. In order to join a unit&COMMA an Independent Character simply has to move so that he is within the 2" unit coherency distance of a friendly unit at the end of their Movement phase. If the Independent Character is within 2" of more than one unit at the end of its Movement phase&COMMA the player must declare which unit it is joining. If an Independent Character does not intend to (or cannot) join a unit&COMMA it must (where possible) remain more than 2" away from it at the end of the Movement phase. This is to make clear whether they have joined a unit or not. Note that&COMMA after an Independent Character joins a unit&COMMA that unit can move no further that Movement phase. An Independent Character can leave a unit during the Movement phase by moving out of unit coherency with it. He cannot join or leave during any other phase - once shots are fired or charges are declared&COMMA it is too late to join in or duck out! An Independent Character cannot leave a unit while either he or the unit is in Reserves&COMMA locked in combat&COMMA Falling Back or has Gone to Ground. He cannot join a unit that is in Reserves&COMMA locked in combat or Falling Back. If an Independent Character joins a unit&COMMA and all other models in that unit are killed&COMMA he again becomes a unit of one model at the start of the following phase. While an Independent Character is part of a unit&COMMA he counts as part of the unit for all rules purposes&COMMA though he still follows the rules for characters. \\ \textbf{Look Out&COMMA Sir} \\ Independent Characters pass Look Out&COMMA Sir rolls on a 2+. \textbf{Heroic Morale} A unit that contains one or more Independent Characters does not need a double 1 to Regroup if reduced to below 25% of its starting numbers&COMMA but instead tests as if it had at least 25% remaining. \textbf{Special Rules} \\ When an Independent Character joins a unit&COMMA it might have different special rules from those of the unit. Unless specified in the rule itself (as in the Stubborn special rule)&COMMA the unit's special rules are not conferred upon the Independent Character&COMMA and the Independent Character's special rules are not conferred upon the unit. Special rules that are conferred to the unit only apply for as long as the Independent Character is with them. \textbf{Independent Characters and Infiltrate} An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment. \textbf{Independent Characters and Ongoing Effects} \\ Sometimes&COMMA a unit that an Independent Character has joined will be the target of a beneficial or harmful effect&COMMA such as those bestowed by the Blind special rule&COMMA for example. If the character leaves the unit&COMMA both he and the unit continue to be affected by the effect&COMMA so you'll need to mark the character accordingly. For example&COMMA Farseer Mehiledrin and his unit of Eldar Guardians are set ablaze by a weapon with the Soul Blaze special rule. If Mehiledrin leaves the unit&COMMA both he and the Guardians will still be ablaze and the ongoing effects of the Soul Blaze rule must be resolved separately. Conversely&COMMA if an Independent Character joins a unit after that unit has been the target of an ongoing effect (or joins a unit after himself having been the target of an ongoing effect) benefits and penalties from that effect are not shared. For example&COMMA Crimson Fists Tactical Squad Hemanez is suffering the effects of the Blind special rule. If Captain Cruiz joins the unit&COMMA he does not suffer the results of the Blind special rule as he was not there when it happened!
Infiltrate, (Unverified in 7th)Units that contain at least one model with this special rule are deployed last&COMMA after all other units (friend and foe) have been deployed. If both sides have Infiltrators&COMMA the players roll-off and the winner decides who goes first&COMMA then alternate deploying units. &CRLF&CRLFInfiltrators can be set up anywhere on the table that is more than 12" from any enemy unit&COMMA as long as no deployed enemy unit can draw line of sight to them. This includes in a building (see page 121)&COMMA as long as the building is more than 12" from any enemy unit. Alternatively&COMMA they can be set up anywhere on the table more than 18" from any enemy unit&COMMA even in plain sight.&CRLF&CRLFA unit that deploys using these rules cannot charge in the first turn.&CRLF&CRLFHaving 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&COMMA they may Infiltrate or Outflank along with their Transport&COMMA but if they do&COMMA they must deploy/move onto the table embarked within it.&CRLF&CRLFAn Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment. (Source: 40k Rulebook&COMMA p.38)
Inner Circle, (Unverified in 7th)Fearless and Preferred Enemy (Chaos Space Marines)(Source: Codex: Dark Angels 6th&COMMA p.28)
Internal Guidance System, (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: ??)
Iron Resolve, (Unverified in 7th)This model has a +1 Leadership.(Source: Codex Eldar&COMMA p.30)
It Will Not Die, (Unverified in 7th)At the end of each friendly turn&COMMA roll a D6 for each model with this special rule that has less than it's starting number of wounds or hull points&COMMA but has not been removed as a casualty or destroyed. On a roll of 5+&COMMA that model regains a Wound or Hull Point&COMMA lost earlier in the battle.(Source: ??)
It's a Grot's Life, (Unverified in 7th)Orks use the tribe's Gretchin for all manner of dangerous and unsavoury battlefield roles. If a Grotz mob moves into a minefield then remove the minefield marker and 3D6 Grotz along with it as green limbs fly in all directions.
Jink, WHen being shot at&COMMA before to-hit rolls are made&COMMA a model can "Jink" to recieve a 4+ cover save. In the following turn&COMMA that model can only fire snap shots.
Juggernaut of Khorne, (Unverified in 7th)The model received +1 Toughness&COMMA +1 Wound&COMMA +1 Attack and his unit type becomes Cavalry.(Source: ??)
Jump, (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&COMMA not both. Movement: move up to 12". Assault: re-roll distance and gain Hammer of Wrath for the turn. When falling back&COMMA move 3d6". Confers Bulky and Deep Strike rules.
Jump Pack, (Unverified in 7th)Models equipped with jump packs have the jump unit type&COMMA as described in the warhammer 40&COMMA000 rulebook.(Source: ??)
Khaine Awakened, (Unverified in 7th)All friendly units chosen from Codex:Eldar within 12" are Fearless.(Source: ??)
Killa Reputation, (Unverified in 7th)Codex: Orks (pg 62)(Source: ??)
Kombi-weapon, (Unverified in 7th)The shoota part of the kombi-weapon can be fired normally&COMMA but the other half of the weapon may only be used once per battle. They may not be fired at the same time.(Source: ??)
Kustom Force Field, (Unverified in 7th)Codex: Orks (pg 34)(Source: ??)
Lance, (Unverified in 7th)Weapons with the Lance special rule count vehicle Armour values higher than 12 as 12.(Source: 40k Rulebook&COMMA p.38)
Laser Lock, Roll to hit with this weapon first&COMMA if it hits at least once&COMMA treat ll other weapons as Twin-Linked(Source: ??)
Lash of Torment, (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&COMMA all of Lucius' close combat attacks have the Shred special rule.(Source: ??)
Lasher Tendril, (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: ??)
Lord of Decadence, (Unverified in 7th)In a primary detachmmt that includes Lucius&COMMA Noise Marines are troop choices instead of elites.(Source: ??)
Lord of Terror (Warlord Trait), (Unverified in 7th)The Warlord has the Fear special rule.(Source: ??)
Lord of the Plauge Host, (Unverified in 7th)In a primary detachment that includes Typhus&COMMA Plague Marines are troops choices instead of elites.(Source: ??)
ML1, Psyker mastery level 1
ML2, Psyker mastery level 2
ML3, Psyker mastery level 3
Magma Cutter, (Unverified in 7th)If a Maulterfiend hits with at least one Attack in the Fight sub-phase&COMMA 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&COMMA it instead makes two additional Attacks with its magma cutters against one of the models it hit.&CRLF&CRLFThese Attacks hit automatically and are resolved at Initiative 1.(Source: ??)
Mandiblaster, (Unverified in 7th)During the Fight sub-phase&COMMA at the Initiative 10 step&COMMA 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&COMMA this hit must be directed against his opponent. Mandiblasters are not affected by special rules that reduce Initiative. (Source: ??)
Mandiblasters, (Unverified in 7th)At I10 a model with mandiblasters inflicts a S3 AP- hit on one enemy model in base contact
Mantle of the Laughing God, (Unverified in 7th)The bearer loses the Independent Character special rule but has the Hit & Run&COMMA Shrouded and Stealth special rules. In addition the bearer can re-roll failed cover saves.
Mark of Chaos Ascendant, (Unverified in 7th)If Abaddon is included in your primary detachment&COMMA he must be the Warlord. He also has all four Marks of Chaos. Note that&COMMA due to the Mark of Tzeentch&COMMA the invulnerable save provided by Abaddon 's Terminator armour is increased to 4+.(Source: ??)
Mark of Khorne, (Unverified in 7th)Models with the Mark of Khorne have the Rage and Counter-attack special rules.(Source: ??)
Mark of Nurgle, (Unverified in 7th)Models with the Mark of Nurgle have +1 Toughness.(Source: ??)
Mark of Slaanesh, (Unverified in 7th)Models with the mark of Slaanesh have +I Initiative.(Source: ??)
Mark of Tzeentch, Models with the Mark of Tzeentch have +1 to their invulnerable save.(Source: ??)
Marked for Retribution, (Unverified in 7th)Belial's shooting attacks are precision Shots on a to hit roll of 5+(Source: Codex: Dark Angels 6th&COMMA p.56)
Marksman's Eye, (Unverified in 7th)This model makes Precision Shots on a 5+&COMMA rather than a 6.(Source: ??)
Mask of Jain Zar, (Unverified in 7th)When Jain Zar charges into combat&COMMA all enemy models in the combat suffer a -5 modifier to both Weapon Skill and Initiative (to a minimum of 1) until the end of the Assault phase. The initiative penalty is not cumulative with that from a Banshee mask.(Source: Codex Eldar&COMMA p.57)
Master Psyker, (Unverified in 7th)When generating psychic powers&COMMA Tigurius may re-roll any or all of the dice to see which powers he knows.
Master of Deception (Warlord Trait), (Unverified in 7th)Nominate up to D3 Infantry units in your army before deployment. Those units gain the Infiltrate special rule.(Source: ??)
Master of Mechanisms, (Unverified in 7th)In each of your Shooting phases&COMMA instead of firing his weapons&COMMA a Warpsmith may choose to either repair a single friendly&COMMA damaged vehicle or curse a single enemy vehicle. The Warpsmith cannot use this ability if he has gone to ground or is falling back.&CRLF&CRLFTo repair a vehicle&COMMA the Warpsmith must be in base contact with it or embarked upon it. Roll a D6&COMMA (add +1 if the Warpsmith has mechatendrils). If the result is 5 or more&COMMA 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&COMMA effective immediately.&CRLF&CRLFTo curse a vehicle&COMMA the Warpsmith must be within 18" of it. Roll To Hit the vehicle using the Warpsmith's Ballistic Skill. If the curse hits&COMMA all of that vehicle's weapons have the Gets Hot special rule until the end of its next turn.(Source: ??)
Master of Pathfinders, (Unverified in 7th)If your army contains Illic Nightspear&COMMA 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&COMMA Alaitoc Pathfinders have the Shrouded and Sharpshot special rules.(Source: Codex Eldar&COMMA p.92)
Master of the Rubricae, (Unverified in 7th)In a primary detachment that includes a Sorcerer with the Mark of Tzeentch&COMMA Thousand Sons are troops choices instead of elites.(Source: ??)
Master-Crafted, (Unverified in 7th)Weapons with the Master-crafted rule allow the bearerto re-roll one failed roll To Hit per rurn with that weapon.
Master-crafted, (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&COMMA p.39)
Mastery Level 1, (Unverified in 7th)Generate 1 Warp Charge per turn&COMMA choose 1 power from: Divination&COMMA Pyromancy&COMMA Telepathy or Telekinesis(Source: ??)
Mastery Level 2, (Unverified in 7th)Generate 2 Warp Charges per turn&COMMA choose 2 powers from: Divination&COMMA Pyromancy&COMMA Telepathy and/or Telekinesis(Source: ??)
Mechatendrils, (Unverified in 7th)Mechatendrils give the wearer +2 Attacks. Mechatendrils also include a meltagun and a flamer. In the Shooting phase&COMMA the Warpsmith can fire either both mecharendril weapons or one mechatendril weapon and one other weapon.(Source: ??)
Mega Armour, (Unverified in 7th)Mega armour confers a 2+ armour save.(Source: ??)
Mek's Tools, (Unverified in 7th)Codex: Orks (pg 34)(Source: ??)
Melee, (Unverified in 7th)This is a melee weapon
Melta, (Unverified in 7th)Ranged weapons with this special rule roll an additional D6 when rolling to penetrate a vehicle's Armour at half range or less. If the weapon is more than half its maximum range&COMMA it rolls to penetrate as normal.(Source: 40k Rulebook&COMMA p.39)
Meteoric Descent, (Unverified in 7th)Heldrakes have the Vector Strike special rule. However&COMMA as they are a vehicle&COMMA they can perform a Vector Strike whilst Zooming instead of whilst Swooping. Furthermore&COMMA hits caused by a Heldrake's Vector Strike are resolved at Strength 7.(Source: ??)
Mindlock, (Unverified in 7th)Unless it includes a Techamrine&COMMA an unengaged unit that contains at least one model with theis special rule must roll a D6 at the start of its turn. &CRLFOn a 4+ there is no effect this turn. On a roll of 1&COMMA2 or 3&COMMA the unit is mindlocked until the start of its follwoing turn. &CRLFA mindlocked unit may not voluntarily mov&COMMA shoot or charge. A mindlocked unit must still make compulsory moves&COMMA such as Pile In and Fall Back moves.(Source: Codex: Dark Angels 6th&COMMA p.32)
Mindshock Pod, (Unverified in 7th)All successful Morale and Pinning tests made within 12" of a Hemlock Wraitfighter must be re-rolled.(Source: Codex Eldar&COMMA p.67)
Mob Rule, (Unverified in 7th)Ork psychology and morale is directly linked to the number of Boyz around them at any given time. As individuals&COMMA Orks are cowardly and unfocused creatures. But when banded together&COMMA usually led by larger&COMMA braver Orks&COMMA they become more than willing to charge into any potentially suicidal situation!&CRLF &CRLFBecause of this&COMMA Orks substitute their leadership with the total number of wounds in their unit&COMMA 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&COMMA the unit becomes Fearless.
Molten Body, (Unverified in 7th)The avatar is unaffected by all Pyromancy psychic powers&COMMA all flamer weapons as defined in the 40k reulbook&COMMA anb all attacks that have the Melta and/or Soul Blaze special rule.(Source: Codex Eldar&COMMA p.26)
Monofilament, (Unverified in 7th)If the target's majority Initiative is 3 or lower&COMMA or the target has no Initiative characteristic&COMMA then Hits from a weapon with this special rule are resolved at +1 Strength. If two or more Initiative characteristics are tied for majority&COMMA use the highest of those tied values. Additionally&COMMA if a 6 is rolled To Wound with this weapon&COMMA the garget is wounded automatically and the Wound is resolved at AP 1.(Source: ??)
Monster Hunter, (Unverified in 7th)A unit that contains at least one model with this special rule re-rolls all failed To Wound rolls against Monstrous Creatures and Flying Monstrous Creatures. (Source: 40k Rulebook&COMMA p.39)
Monstrous Creature, SHOOTING: Monstrous Creatures can fire up to two of their weapons each Shooting phase - they must&COMMA of course&COMMA fire both of them at the same target. SPECIAL RULES: Monstrous Creatures have the fear&COMMA Hammer of Wrath&COMMA Move Through Cover&COMMA Relentless and Smash special rules.
More Dakka, (Unverified in 7th)Codex: Orks (pg 92)(Source: ??)
Mork's Teeth, (Unverified in 7th)Codex: Orks (pg 62)(Source: ??)
Move Through Cover, A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most circumstances&COMMA this will mean that&COMMA when moving&COMMA the unit rolls 3D6 and picks the highest roll. Furthermore&COMMA a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests.
Murder, (Unverified in 7th)Immediately before the start of the first turn you must nominate one enemy character to be the target of the bearer of the Murder Sword (this can even be one in reserve; remember to tell your opponent which character you have nominated). Whilst the bearer is in base contact with the nominated character&COMMA the Murder Sword's Strength becomes x2&COMMA its AP becomes 1&COMMA and it has the Instant Death special rule.(Source: ??)
Mutilator Weapons, (Unverified in 7th)If a Mutilator unit is locked in combat at the start of a Fight sub-phase&COMMA they must choose one of the weapons options from the following list:&CRLF&CRLF A pair of chainfists&CRLF A pair of power mauls&CRLF A pair of lightning claws&CRLF A pair of power swords&CRLF A pair of power axes&CRLF&CRLFEvery Mutilator in a unit must choose the same weapons option. A Mutilator unit cannot choose the same weapons option in two consecutive Fight sub-phases.(Source: ??)
Nest of Vipers, (Unverified in 7th)Codex: Orks (pg 61)(Source: ??)
New Rule, (Unverified in 7th)Noise Marines are troops instead of elites.(Source: ??)
Nexus of Khorne, (Unverified in 7th)In a primary detachment that includes Kharn&COMMA Khorne Berzerkers are troops choices instead of elites.(Source: ??)
Night Vision, (Unverified in 7th)A unit that contains at least one model with this special rule ignores the effects of Night Fighting.(Source: 40k Rulebook&COMMA p.40)
No Charge/Cover Penalty, (Unverified in 7th)Bearer suffers no Initiative penalty for charging through cover
Non Jump Infantry, (Unverified in 7th)Assault units that drop their Jump Packs for a Drop Pod or Rhino are no longer Jump Infantry&COMMA just regular Infantry.&CRLFAll other rules apply(Source: ??)
Obliterator Weapons, (Unverified in 7th)In each of your Shooting phases&COMMA you must choose what weapon the Obliterators in the unit will fire from the following list:&CRLF&CRLF Assault cannon&CRLF Heavy flamer&CRLF Lascannon&CRLF Multi-melta&CRLF Plasma cannon&CRLF Twin-linked flamer&CRLF Twin-linked meltagun&CRLF Twin-linked plasma gun&CRLF&CRLFEvery 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: ??)
One Scalpel Short of a Medpack, (Unverified in 7th)Codex: Orks (pg 59)(Source: ??)
Outflank, (Unverified in 7th)When an Outflanking unit arrives from Reserves&COMMA but not Ongoing Reserve&COMMA the controlling player rolls a D6; on a 1-2&COMMA the unit comes in from the table edge to the left of their controlling player's own table edge; on a 3-4&COMMA they come on from the right; on a 5-6&COMMA 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&COMMA they may Outflank along with their Transport&COMMA but if they do&COMMA they must move onto the table embarked within it.(Source: 40k Rulebook&COMMA p.40)
Palanquin of Nurgle, (Unverified in 7th)The model receives +2 Wounds&COMMA +1 Attack and gains the Very Bulky special rule.(Source: ??)
Perfect Strike, (Unverified in 7th)A model with this special rule makes Precision Shots on To Hit rolls of a 6.(Source: Codex Eldar&COMMA p.39)
Pinning, (Unverified in 7th)If a non-vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule&COMMA it must immediately take a Leadership test. This is called a Pinning test. &CRLF&CRLFIf a unit fails the test&COMMA it is pinned and must immediately Go to Ground (see page 18). As the unit has already taken its saves&COMMA 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!&CRLF&CRLFAs long as the test is passed&COMMA a unit can be called upon to take multiple Pinning tests in a single turn&COMMA but only once for each unit shooting at them. If a unit has already gone to ground&COMMA no further pinning tests are taken.&CRLF&CRLFIf the special rules of a unit specify that the unit can never be Pinned&COMMA the unit automatically passes Pinning tests. Such units can still Go to Ground voluntarily if they wish. (Source: 40k Rulebook&COMMA p.40)
Plasma Grenade, (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&COMMA p.62)
Plauge Zombies, (Unverified in 7th)Any Chaos Cultist units (see the army list&COMMA pg 95) in the same army as Typhus can be nominated as Plague Zombies. Plague Zombies are Chaos Cultists that have the Fearless&COMMA Feel No Pain and Slow and Purposeful special rules&COMMA 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: ??)
Poisoned, (Unverified in 7th)Poisoned CC weps must reroll failed To Wound rolls if the wielder has equal to or higher S than the target's T. Additionally&COMMA Poisoned guns default to 4+ when unspecified&COMMA and have a default S of 1. (Source BRB pp. 40)
Porta-Rack, (Unverified in 7th)f the bearer kills an enemy character in close combat he gains Preferred Enemy (current enemy) and Fear. In addition any enemy Teleport Homers and Locator Beacons can be used as if they were your own.
Power of the Machine Spirit, (Unverified in 7th)So long as the vehicle dosen't move flat out or pop smoke&COMMA it may fire an additional weapon than normal and may fire at a different target.(Source: ??)
Power-Field Generator, (Unverified in 7th)All models within 3" have 4++
Preferred Enemy, (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&COMMA 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&COMMA p.40)
Preferred Enemy (Chaos Space Marines), (Unverified in 7th)Reroll all failed to hit and to wound rolls of 1 against the chosen enemy in both shooting and assault.(Source: BRB&COMMA p.40)
Prophet of the Waaagh!, (Unverified in 7th)Ghazghkull's war cry can unleash a Waaagh! of devastating proportions. Ghazghkull's Waaagh! can be summoned at any time&COMMA but only once per game&COMMA and not on the first turn. It replaces the army's usual Waaagh! - this one is better.&CRLF&CRLF Ghazghkull's Waaagh! lasts the remainder of that player turn and all the following player turn. During this period Ghazghkull's saving throw is invulnerable.&CRLF &CRLFFurthermore&COMMA for the duration of the Waaagh ! all Ork infantry units automatically count as rolling a 6 for the Waaagh! movement they wish to make. All non-fleeing friendly units become Fearless for the duration of the Waaagh!.&CRLF&CRLFNote that no more than one Waaagh! can be called per turn&COMMA so Ghazghkull cannot combine his Waaagh! with the Waaagh! generated by a Weirdboy.
Psycher (Master Level 2), (Unverified in 7th)Typhus generates his powers from the Nurgle discipline.(Source: ??)
Psychic Hood, (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&COMMA the wearer of the hood can attempt to Deny the Witch in their stead&COMMA as if he were in that unit. If a model with a psychic hood is embarked on a vehicle&COMMA he can only use the hood to protect the vehicle he is embarked upon.
Psychic Pilot, (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&COMMA treat is as a glancing hit.(Source: 40k Rulebook&COMMA p.40)
Psychic: Weirdboy Psychic Powers, (Unverified in 7th)Codex: Orks (pg 37)(Source: ??)
Psychic: Zogwort's Curse, (Unverified in 7th)Codex: Orks (pg 61)(Source: ??)
Psyker, See the Warhammer 40K rulebook.
Rad Charge, (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: ??)
Rage, +2 attacks on charge rather than +1. A model that has made a disordered charge that turn receives no benefit from Rage.
Ramshackle, Roll a D6 each time a Trukk suffers a penetrating hit. On the roll of a 6&COMMA the Trukk only suffers a glancing hit instead.
Rapid Fire, (Unverified in 7th)Can fire as normal after moving (1shot at full range&COMMA 2 at half or less)&COMMA but cannot assault.
Ravenwing Combat Squads, (Unverified in 7th)The Attack bike and Land speeder are purchased as part of the Squadron but will always operate as an individual&COMMA if there are 6 bikers left after the attack bike and land speeder have split&COMMA then they operate as two squadrons of 3(Source: ??)
Reaper Rangefinder, (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: ??)
Red Paint Job, Ork vehicles with red paint jobs add +1" to their move when they move Flat Out.
Reinforced Ram, (Unverified in 7th)A vehicle with a Reinforced ram can Tank Shock&COMMA and treats its front armour as two higher than normal when resolving Death or Glory attacks (to a maximum of 14). Furthermore&COMMA the vehicle may re-roll Dangerous Terrain tests.(Source: ??)
Relentless, Relentless models can shoot with Heavy&COMMA Salvo or Ordnance weapons&COMMA counting as stationary&COMMA even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy&COMMA Ordnance&COMMA Rapid Fire or Salvo weapons.
Rending, (Unverified in 7th)If a model has the Rending special rule&COMMA or is attacking with a Melee weapon that has the Rending special rule&COMMA there is a chance that his close combat attacks will strike a critical blow. For each To Wound roll of a 6&COMMA the target automatically suffers a Wound&COMMA regardless of his Toughness. These Wounds are resolved at AP2. &CRLF&CRLFSimilarly&COMMA if a model makes a shooting attack with a weapon that his the Rending special rule&COMMA a To Wound roll of 6 wounds automatically&COMMA regardless of Toughness&COMMA and is resolved at AP2.&CRLF&CRLFIn either case&COMMA against vehicles&COMMA each armour penetration roll of 6 allows a further D3 to be rolled&COMMA with the result added to the total. (Source: 40k Rulebook&COMMA p.41)
Repair, (Unverified in 7th)If a Rhino is Immobilised&COMMA then during the shooting phase you may roll a D6 instead of shooting&COMMA on a 6 the Rhino is no longer immobilised(Source: ??)
Rites of Battle, (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&COMMA p.53)
Rocket Barrage, (Unverified in 7th)In a turn in which the vehicle has not moved&COMMA the mutli-launchers rate of fire is increased to Heavy 1+D3.(Source: FW Relic_Scorpius PDF&COMMA p.0)
Rokkit Pack, (Unverified in 7th)Rokkit packs count as jump packs. Every time the Stormboyz utilises its rokkit packs to move or fall back&COMMA roll a D6. On the roll of a 1&COMMA 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: ??)
Runes of Warding, (Unverified in 7th)One use only. Immediately before the Farseer makes a Deny the Witch roll&COMMA he can choose to use these runes to grant his unit an additional +2 modifier to the dice roll.
Runes of Witessing, (Unverified in 7th)One use only. If the Farseer fails a Psychic test&COMMA he can use these runes to re-roll the test (potentially negating Perls of the Warp in the process)
Runes of Witnessing, (Unverified in 7th)One use only. If the Farseer fails a Psychich test&COMMA he can use these runes to re-roll the test (potentially negating Perils of the Warp in the process). (Source: Codex Eldar&COMMA p.28)
Scattershield, (Unverified in 7th)The bearer has a 5+ invulnerable save. Whenever the bearer passes one or more saving throws using its scattershield&COMMA 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&COMMA p.66)
Scout, (Unverified in 7th)After both sides have deployed (including Infiltrators)&COMMA but before the first player begins his first turn&COMMA a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry&COMMA Artillery&COMMA a Walker or a Monstrous Creature&COMMA each model can redeploy anywhere entirely within 6" of its current position. If itis any other type&COMMA each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment&COMMA 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.&CRLF&CRLFIf both sides have Scouts&COMMA roll-off; the winner decides who redeploys first. Then alternate redeploying Scout units.&CRLF&CRLFIf a unit with this special rule is deployed inside a Dedicated Transport&COMMA 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.&CRLF&CRLFThis rule also confers the Outflank special rule (see page 40).(Source: 40k Rulebook&COMMA p.41)
Scouts, (Unverified in 7th)After all deployment but before first turn a unit with this rule may redeploy&COMMA if it is Infantry&COMMA Artillery&COMMA Walker or a Monstrous Creature it may redeploy anywhere within 6"&COMMA all other unit types may redelpoy anywhere within 12".&CRLFAny unit that redelpoys with this rule may not charge on the first turn.&CRLFIf held in reserve&COMMA the unit gains outflank.(Source: BRB&COMMA p.41)
Scrolls of Magnus, (Unverified in 7th)Models with the Mark of Tzeentch only. At the beginning of each of his turns&COMMA the bearer of the Scrolls of Magnus may choose to gain an additional psychic power for the rest of the game. To do so&COMMA roll a D6 and consult the table below to see which discipline the new psychic power is from. Then&COMMA randomly generate a power from that discipline&COMMA as&CRLFif 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&COMMA roll again on the table below. Every time the bearer rolls on the table below (including re-rolls)&COMMA the secrets of the Scrolls wrack his mind - he immediately takes a Strength 3 AP1 hit&COMMA with the Ignores Cover special rule.(Source: ??)
Serpent Shield, The Wave Serpent's shield protects the bow of the tank - whilst the shields are active&COMMA all penetrating hits inflicted against the Wave Serpent's front and side armour are downgraded to glancing hits on a D6 roll of 2+.&CRLF&CRLFIn its Shooting phase&COMMA 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):&CRLF&CRLFIf this option is used&COMMA the Serpent shield is inactive until the start of its following turn.(Source: Codex Eldar&COMMA p.67)
Sharpshoot, (Unverified in 7th)All shots fired by this model are Precision Shots(Source: ??)
Sharpshot, (Unverified in 7th)Shots fired by models with this special rule (excluding Snap Shots) are always precision shots.(Source: Codex Eldar&COMMA p.55)
Shatter Defences, (Unverified in 7th)After deployment&COMMA but before Scout redeployments and Infiltrate deployment&COMMA 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&COMMA 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: ??)
Shield of Grace, (Unverified in 7th)In any round of a challenge&COMMA this model can choose to defend&COMMA gaining a 3+ invulnerable save until the end of the phase. If he does so&COMMA he can only make a single Attack this phase. You must declare that the model is opting to defend immediately before the Initiative 10 step. (Source: ??)
Shimmershield, (Unverified in 7th)The bearer and his unit have a 5+ invulnerable save.(Source: ??)
Shootier, (Unverified in 7th)Codex: Orks (pg 56)(Source: ??)
Shred, (Unverified in 7th)If a model has the Shred special rule&COMMA or is attacking with a Melee weapon that has the Shred special rule&COMMA it re-rolls failed To Wound rolls in close combat.&CRLF&CRLFSimilarly&COMMA if a model makes a shooting attack with a weapon that has the Shred special rule&COMMA it re-rolls its failed To Wound rolls.(Source: 40k Rulebook&COMMA p.41)
Shroud of Angels, (Unverified in 7th)The Darkshroud has Shrouded Special Rule and all friendlies within 6" have stealth(Source: ??)
Shroud of Heroes, (Unverified in 7th)Grants Feel No Pain (5+)&COMMA in addition as long as the wearer is not in a unit he has Shrouded
Shrouded, (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+&COMMA even if it's in the open.&CRLF&CRLFCover save bonuses from the Shrouded and Stealth special rules are cumulative (to a maximum of a 2+ cover save).(Source: 40k Rulebook&COMMA p.41)
Siege Crawler, (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&COMMA in close combat&COMMA Maulerfiends add 1 to armour penetration rolls against buildings.(Source: ??)
Sigil of Corruption, A model with a sigil of corruption has a 4+ Invulnerable Save(Source: CSM codex pp. 104)
Skilled Rider, (Unverified in 7th)A unit that contains at least one model with this special rule automatically passes Dangerous Terrain tests&COMMA and receives +1 to its Jink cover saves (other cover saves are unaffected). (Source: 40k Rulebook&COMMA p.41)
Skyburst, (Unverified in 7th)This shooting attack does not need line of sight. If the unit consists of at least six models with a grenade pack&COMMA the attack has the Large Blast special rule - otherwise it has the Blast special rule.(Source: Codex Eldar&COMMA p.66)
Skyfire, (Unverified in 7th)A model with this special rule&COMMA or that is firing a weapon with this specia rule&COMMA fires using its normal Ballistic Skill when shooting at Flyers&COMMA Flying Monstrous Creatures and Skimmers. Unless it also has the Interceptor special rule&COMMA it can only fire snap shots against other targets. (Source: 40k Rulebook&COMMA p.42)
Skyhunter, (Unverified in 7th)When shooting at a vehicle with the Flyer type&COMMA a model with this special rule re-rolls armour penetration rolls that do not cause a glancing or penetrating hit.(Source: Codex Eldar&COMMA p.39)
Skyleap, (Unverified in 7th)A unit composed entirely of models with this special rule can 'skyleap' - when it does so&COMMA 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&COMMA before Regroup tests. Units that are locked in combat&COMMA pinned&COMMA 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&COMMA p.35)
Slow and Purposeful, (Unverified in 7th)Cannot run&COMMA turbo-boost&COMMA move flat out&COMMA perform sweeping advances or fire overwatch. They can shoot with heavy&COMMA salvo and ordance weapons&COMMA 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&COMMA Ordance&COMMA Rapid Fire or Salvo weapons.(Source: ??)
Slow and Purposeful , (Unverified in 7th)A unit that contains at least one model with this special rule cannot Run&COMMA Turbo-boost&COMMA move Flat Out&COMMA perform Sweeping Advances or fire Overwatch. They can&COMMA however&COMMA shoot with Heavy&COMMA Salvo and Ordnance weapons&COMMA counting as stationary&COMMA even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy&COMMA Ordnance&COMMA Rapid Fire or Salvo weapons. (Source: ??)
Smash, All of the close combat attacks&COMMA except Hammer of Wrath attacks&COMMA of a model with this special rule are resolved at AP2 (unless it is attacking with an AP1 weapon). Additionally&COMMA when it makes its close combat attacks&COMMA it can choose instead to make a single Smash Attack. If it does so&COMMA roll To Hit as normal&COMMA but resolve the Attack at double the model's Strength (to a maximum of 10). Furthermore&COMMA a model making a Smash Attack can re-roll its armour penetration rolls&COMMA but must abide by the second result.
Snazzgun, (Unverified in 7th)Roll once each Shooting phase to determine the unit's AP&COMMA but only after the target unit has been chosen.(Source: ??)
Sniper, (Unverified in 7th)If a weapon has the Sniper special rule&COMMA or is fired by a model with the SNiper special rule&COMMA each To Hit roll of a 6 results in a Precision Shot (see page 63).&CRLF&CRLFFurthermore&COMMA if a weapon has the Sniper special rule&COMMA or is fired by a model with the Sniper special rule&COMMA its shooting attacks always wound on a To Wound roll of 4+&COMMA regardless of the victim's Toughness. Against vehicles&COMMA Sniper weapons count as Strength 3.&CRLF&CRLFSniper weapons also have the Pinning and Rending special rules.(Source: 40k Rulebook&COMMA p.42)
Soul Blaze, (Unverified in 7th)If a unit suffers one or more unsaved Wounds from an attack with this special rule&COMMA it is set ablaze and continues to burn - mark it with a coin or counter as a reminder.&CRLF&CRLFAt the end of each turn&COMMA roll a D6 for each unit with a Soul Blaze counter on it. On a 3 or less&COMMA the flames die out and the unit is no longer ablaze - remove your reminder counter. On a 4+&COMMA the unit takes D3 Strength 4 AP 5 hits. These WOunds are allocated by the unit's controlling player and cover saves cannot be taken. A unit cannot have more than one set ablaze counter on it at a time.(Source: 40k Rulebook&COMMA p.42)
Soulrazor, (Unverified in 7th)When a model suffers one or more unsaved Wounds from this weapon&COMMA it must pass a separate Leadership test for each Wound suffered or be removed from play. (Source: Codex Eldar&COMMA p.64)
Specialist Weapon, (Unverified in 7th)A model fighting with this weapon does not receive the +1 attack for fighting with two weapons unless both weapons have the Specialist Weapon rule (brb p42)
Spell Familiar, 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&COMMA the model itself plays no part in the game; if the model gets in the way&COMMA simph move it to one side.(Source: ??)
Spirit Mark, (Unverified in 7th)At any point during your movement phase&COMMA nominate a single enemy within 12" of the Spiritseer - place a counter next to it to show it has been spirit-marked. All Wraithguards&COMMA Wraithblades&COMMA Wraithlords&COMMA Wraithknights and Hemlock Wraithfighters can re-roll To Hit rolls of 1 against spirit-marked units. At the end of your turn&COMMA remove all spirt-mark counters from play.(Source: Codex Eldar&COMMA p.29)
Spirit Stones, (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&COMMA p.67)
Spiritlink, (Unverified in 7th)Whenever Eldrad passes a Psychic test&COMMA roll a D6. On a score of 5 or 6&COMMA Eldrad immediately regains a Warp Charge point.(Source: Codex Eldar&COMMA p.53)
Split Fire, (Unverified in 7th)When a unit that contains at least one model with this special rule shoots&COMMA one model in the unit can shoot at a different target to the rest of his unit. To do so&COMMA the unit must first take a Leadership test. If the test is failed&COMMA the unit shoots as normal. If the test is passed&COMMA choose one model in the unit and immediately make a shooting attack with it. Once this shooting attack has been resolved&COMMA 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&COMMA p.42)
Squig Hound, (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.
Stalker, (Unverified in 7th)In the first round of a challenge&COMMA the model can attempt to backstab his opponent - you must declare he is doing so immediately after a challenge has been accepted. If the attempt is made&COMMA both he and his opponent roll a D6 before either makes any To Hit rolls. The model with this power adds 1 to the total if his Initiative is higher than his opponent's. &CRLF&CRLFIf the model's total is equal to or higher than the opponent's&COMMA he re-rolls failed To Wound rolls this phase.(Source: ??)
Star Engines, (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&COMMA p.67)
Stasis Anomaly, (Unverified in 7th)Every model in a unit hit by one or more weapons with this special rule suffers a -1 penalty to their Weapon Skill and Initiative&COMMA to a minimum of 1&COMMA until the end of the turn.(Source: ??)
Stealth, (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.&CRLF&CRLFCover save bonuses from the Shrouded and Stealth special rules are cumulative (to a maximum of a 2+ cover save).(Source: 40k Rulebook&COMMA p.42)
Steed of Slaanesh, (Unverified in 7th)The model receives +1 Attack&COMMA and adds +3" to his Run moves. Furthermore&COMMA he gains the Acute Senses and Outflank special rules&COMMA and his unit type becomes Cavalry(Source: ??)
Stikkbomb Chucka, (Unverified in 7th)Codex: Orks (pg 93)(Source: ??)
Stikkbombs, (Unverified in 7th)Count as frag grenades&COMMA see the Warhammer 40K rulebook.(Source: ??)
Storm of Fire, (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&COMMA a single friendly unit from Codex: Space Marines within 12" of the Warlord may re-roll any fai led To Hit rolls.
Strafing Run, (Unverified in 7th)When shooting Assault&COMMA Heavy&COMMA Rapid Fire or Salvo weapons at Artillery&COMMA Beasts&COMMA Bikes&COMMA Cavalry&COMMA Infantry&COMMA Monsterous Creatures and vehicles without the Flyer or Skimmer type&COMMA this vehicle has a +1 Ballistic Skill. Regardless of the target&COMMA the vehicle's shots also have the Pinning special rule.(Source: BRB&COMMA p.42)
Stubborn, (Unverified in 7th)Ignore all negative Ld modifiers&COMMA if the unit has Fearless as well ignore this rule.(Source: BRB&COMMA p.43)
Sun's Brilliance, (Unverified in 7th)When Baharroth enters play from Deep Strike&COMMA all enemy units within 6" must test as if hit by a weapon with the Blind special rule. Models that are immune to the Blind special rule are immune to the Sun's Brilliance.(Source: Codex Eldar&COMMA p.60)
Supreme Grand Master of the Dark Angels, (Unverified in 7th)In a primary detachment that contains Azrael&COMMA Ravenwing Attack Squadrons and Deathwing Terminator Squads are troops instead of their normal Force Organisation categories.(Source: Codex: Dark Angels 6th&COMMA p.92)
Swoop Attack, (Unverified in 7th)Zagstruk and da Vulcha Boyz must enter the battle via Deep Strike. They may not shoot that turn&COMMA 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&COMMA remove D3 Stormboyz at the beginning of combat as crash landing casualties.(Source: ??)
Swooping Hawk Wings, (Unverified in 7th)A model with Swooping Hawk Wings gains the Jump unit type.(Source: Codex Eldar&COMMA p.67)
Tactical Precision, (Unverified in 7th)Belial and any unit he has joined with Inner Circle rule do not scatter when Deep Striking.(Source: Codex: Dark Angels 6th&COMMA p.56)
Tankbusta Bombz, (Unverified in 7th)Tankbusta bombz are used just like krak grenades.(Source: ??)
Terrify, (Unverified in 7th)Terrify is a malediction that targets a single enemy unit within 24". The target receives no benefit from the Fearless special rule and treats all enemy units as havin the Fear special rule for the power's duriation. Furthermore&COMMA it must immediately take a Morale check.(Source: 40k Rulebook&COMMA p.423)
The Betrayer, (Unverified in 7th)When rolling To Hit with Kharn's melee attacks&COMMA any unmodified rolls of a 1 are not discarded. Instead&COMMA they automatically hit a friendly model (but not Khorn) locked in the same combat. Randomly determine (for each roll of a 1) which model is hit&COMMA from those within 6" of Kharn. If there are no viable targets in range&COMMA these Attacks are discarded.(Source: ??)
The Black Staff of Ahriman, (Unverified in 7th)Allows Ahriman to manifest up to three witchfire powers in the same Shooting phase&COMMA prol'ided he has enough Warp Charge poims.(Source: ??)
The Chirurgeon, (Unverified in 7th)The Chirurgeon gives Fabius +2 Attacks and +1 Strength (included in his profile) and the Feel No Pain special mle.(Source: ??)
The Destroyer Hive, (Unverified in 7th)Once per game&COMMA in any Assault phase&COMMA Typhus can unleash the Destroyer Hive instead of attacking. At the start of Typhus' Initiative Step&COMMA 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: ??)
The Eye of Wrath, (Unverified in 7th)One use only. In the FIght sub-phase&COMMA provided he is not in a challenge&COMMA Wriel can make a special attack at his Initiative step instead of making any close combat attacks. Centre a large blast marker over Yriel; all units (friend or foe) suffer a number of Strength 6 AP3 hits equal to the number of models from their unit at least partially under the template (excluding Yriel). Only unsaved Wounds caused to enemy units count towards combat resolution.(Source: Codex Eldar&COMMA p.54)
The Hamadrya, (Unverified in 7th)This creature manifests curious powers.&CRLF&CRLFThe Hamadrya is a combat familiar (pg 67). In addition&COMMA the beast makes Huron a Psyker (Mastery Level 1)&COMMA granting him a randomly generated power as follows. At the beginning of each of your turns&COMMA roll a D3 on the table below. Then&COMMA randomly generate one psychic power from that discipline as if you were rolling for a Mastery Level 1 Psyker&COMMA with the exception that you cannot swap to the Primaris Power. The generated power may be used during that turn only.&CRLF&CRLF1 - Biomancy&CRLF2 - Pyromancy&CRLF3 - Divination(Source: ??)
The Path Beyond, (Unverified in 7th)After both sides have deployed&COMMA but before Scout redeployment has been performed&COMMA you can redeploy D3+1 of your units. Such units must be placed in your deployment zone&COMMA even if they have the Infiltrate special rule. This cannot be used to move units into or out of reserve. (Source: ??)
The Path of Strategy, (Unverified in 7th)If your army contains one or more Autarchs&COMMA you can modify any of your reserve rolls by +1 or -1 (choose separately after each roll is made).(Source: Codex Eldar&COMMA p.27)
The Phoenix Gem, (Unverified in 7th)One use only. Immediately before the bearer of the Phoenix Gem is removed as a casualty&COMMA roll a D6. On a score of 1&COMMA nothing happens - remove the model as a casualty. On a score of 2-6&COMMA 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&COMMA the bearer is not removed as a casualty&COMMA but remains in play with a single Wound remaining. If no unsaved Wounds are caused&COMMA remove the model as a casualty.&CRLF&CRLFDoes not replace a weapon.(Source: Codex Eldar&COMMA p.69)
The Scorpion's Bite, (Unverified in 7th)During the Fight sub-phase&COMMA at the Initiative 10 step&COMMA Karandas automatically inflicts a single Strength 6 AP- hit on one enemy in base contact. If Karandras is in a challenge&COMMA this hit must be directed against his opponent. The Scropion's Bite is not affected by special rules that reduce Initiative.(Source: Codex Eldar&COMMA p.58)
The Spirit Stone of Anath'lan, Every time the bearer of the Spirit Stone of Anath'lan attepmts to manifest a psychic power&COMMA he can choose to reduce the Warp Charge cost by 1 (to a minimum of 1). If he does so&COMMA he cannot use his rune armour's invulnerable save until the start of his next turn.&CRLF&CRLFDoes not replace a weapon.(Source: Codex Eldar&COMMA p.69)
Twin-Linked, Re-roll misses
Two-Handed, (Unverified in 7th)Weapons with this special rule allow no extra attacks from using two CCW's.
Two-handed, (Unverified in 7th)A model attacking with this weapon can never gain bonus Attacks fro fighting with two weapons. (Source: 40k Rulebook&COMMA p.43)
Unquenchable Resolve, (Unverified in 7th)At the end of any phase in which Fuegan suffers one or more unsaved Wounds&COMMA 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&COMMA p.59)
Unrelenting Hunter, (Unverified in 7th)When shooting at enemy vehicles&COMMA a Nephilim Jetfighter can choose to treat any Weapon Destroyed results as Immobilised results.(Source: Codex: Dark Angels&COMMA p.50)
Unwieldy, (Unverified in 7th)A model attacking with this weapon does so at Initiative step 1&COMMA unless it is a Monstrous Creature or a Walker.(Source: 40k Rulebook&COMMA p.43)
Vast Stasis Anomaly, (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&CRLFSkill and Initiative&COMMA to a minimum of 1&COMMA until the end of the turn. This replaces any penalty inflicted on a target by a Stasis Anomaly.(Source: ??)
Vaul's Work, (Unverified in 7th)The bearer of this weapon has the Fearless special rule. In a challenge&COMMA Attacks made with this weapon have the Fleshbane and Instant Death special rules.(Source: Codex Eldar&COMMA p.69)
Vector Dancer, (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&COMMA p.43)
Vectored Engines, (Unverified in 7th)Unless it is Immobilised&COMMA a vehicle with this upgrade can pivot to face any direction immediately after resolving its shooting attack (in the Shooting phase).(Source: Codex Eldar&COMMA p.67)
Veil of Tears, (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&COMMA the enemy may not fire this turn.(Source: ??)
Vengeful Strike, (Unverified in 7th)When a model with this rule arrives from Deep Strike&COMMA it treats all ranged weapons as having Twin Linked until end of turn.(Source: Codex: Dark Angels 6th&COMMA p.44)
Veterans of the Long War, Models with the Veterans of the Long War special rule have the Hatred (Space Marines) special rule (see designer's note&COMMA pg 28) and +1 Leadership.(Source: CSM codex pp. 104)
Vibro, (Unverified in 7th)If a unit is hit by two or more Vibro shots as part of the same unit's Shooting attack&COMMA the Strength of all Vibro hits is increased by 1 for each hit beyond the first&COMMA and the AP of all Vibro hits is reduced by 1 for each hit beyond the first. Strength cannot be raised above 10&COMMA and AP cannot be reduced below 1. For example&COMMA if a unit suffers three hits from Vibrocannons (normally Strength 7 and AP4)&COMMA those hits are resolved at Strength 9 and AP2.(Source: Codex Eldar&COMMA p.64)
Violent Temper, (Unverified in 7th)Should his unit ever fail a Morale check&COMMA Zagstruk will execute a member of the unit to restore order. The unit is instead counted as passing the test&COMMA but a Stormboy model must be removed as a casualty as a result. If Zagstruk is on his own&COMMA the Violent Temper rule does not apply.(Source: ??)
Waaagh!, (Unverified in 7th)Orks live for the moment when they charge into battle&COMMA their deafening scream often being the last thing their enemies hear before being slaughtered by mobs of Boyz. Once per game&COMMA 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.&CRLF &CRLFFor the duration of the turn&COMMA all friendly Ork infantry units (except Gretchin) get the Fleet of Foot special rule. (Source: Codex: Orks pp. 31)&CRLF
Waaagh! Banner, (Unverified in 7th)A mob including a Waaagh! banner has +1 Weapon Skill.(Source: ??)
Waagh! Plane, (Unverified in 7th)When a Waagh! is called&COMMA model may shoot it's assault weapons double the number of times.(Source: ??)
Walker of the Hidden Path, (Unverified in 7th)Illic Nightspear has the Infiltrate special rule&COMMA and can be deployed anywhere on the battelfield that is outside of impassable terrain&COMMA regardless of enemy proximity. In addition&COMMA 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&COMMA Deep Strike the unit so that it is wholly within 6" of Illic Nightspear - it does not scatter. (Source: Codex Eldar&COMMA p.55)
Warbike, (Unverified in 7th)Any model mounted on a Warbike adds 1 to his Toughness&COMMA modifies his troop type to Bike&COMMA gains a 4+ armour save and the Exhaust Cloud special rule.(Source: ??)
Warlord Trait, (Unverified in 7th)Pick (do not roll) on the Dark Angels Warlord table on Page 28(Source: Codex: Dark Angels 6th&COMMA p.53)
Warlord Trait: Ambush of Blades, (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&COMMA the Warlord and all friendly units from Codex: Eldar within 12" of him&COMMA re-roll 1s when rolling To Wound.(Source: Codex Eldar&COMMA p.25)
Warlord Trait: An Eye on Distant Events, (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&COMMA and all friendly units from Codex: Eldar within 12" of him&COMMA have the Stealth special rule.(Source: Codex Eldar&COMMA p.25)
Warlord Trait: Falcon's Swiftness, (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&COMMA p.25)
Warlord Trait: Fate's Messenger, (Unverified in 7th)The Warlord re-rolls all saving throw results of 1.(Source: Codex Eldar&COMMA p.25)
Warlord Trait: Mark of the Incomparable Hunter, (Unverified in 7th)The Warlord has the Split Fire special rule.(Source: Codex Eldar&COMMA p.25)
Warlord Trait: Rapid Manoeuvre, (Unverified in 7th)Your Warlord&COMMA and any unit he joins&COMMA can either roll 2 dice when they run&COMMA using the highest roll&COMMA or can add D6" to any Turbo-boost they make (or Flat Out move&COMMA in the case of Master Sammael on his Land Speeder).(Source: Codex: Dark Angels 6th&COMMA p.58)
Warlord Trait: The Hunt, (Unverified in 7th)+1 Victory point if your Warlord or his unit kill enemy Warlord in the Assault phase.(Source: Codex: Dark Angels 6th&COMMA p.56)
Warp Jump Generator, (Unverified in 7th)Models with Warp jump generators gain the Jet Pack unit type. In the Movement phase&COMMA 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&COMMA it immediately moves up to 6+2D6" in any direction (roll once per unit each turn)&COMMA ignoring all intervening terrain and models. This move ignores dangerous terrain. If the 2D6 roll is a double&COMMA one member of the unit (determined randomly) is removed as a casulaty. Warp jumps cannot be used when falling back.(Source: Codex Eldar&COMMA p.67)
Warpflame Gargoyles, (Unverified in 7th)All weapons on a vehicle with warpflame gargoyles have the Soul Blaze special rule.(Source: ??)
Warpflame Strike, (Unverified in 7th)Immediately after a unit of Warp Talons has arrived from reserve by Deep Strike&COMMA all enemy units within 6" count as having been hit by a weapon with the Blind special rule.(Source: ??)
Warphead, (Unverified in 7th)Codex: Orks (pg 37)(Source: ??)
Wartrakk, (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)
Wildfire, (Unverified in 7th)Whenever the Firesabre's Soul Blaze rule inflicts one or more unsaved Wounds&COMMA roll a D6 for every unit (friend or foe&COMMA but excluding the bearer's unit) within 6" of the unit that suffered the Wound. On a roll of 6&COMMA 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&COMMA p.69)
Wreckin' Ball, (Unverified in 7th)Codex: Orks (pg 92)(Source: ??)
You Cannot Hide, (Unverified in 7th)Gain a precision strike on a 6 in close combat(Source: ??)
Zealot, (Unverified in 7th)Unit this Character is joined to has Fearless and Hatred (Everything)(Source: BRB&COMMA p.43)
Zzap Gun (Vehicle Mounted), (Unverified in 7th)Each time a Zzap gun is fired roll 2D6 to determine its Strength. When they score glancing or penetrating hits against vehicles&COMMA Zzap guns automatically cause a 'Crew Shaken' result in addition to any other effects.(Source: ??)
Open-Topped, \begin{description}\item[OPEN-TOPPED VEHICLES]Some vehicles have only a little armour&COMMA making them more vulnerable to damage because of their lightweight construction. However&COMMA such vehicles make for excellent assault transports as their passengers can disembark with much greater ease. \item[THE VEHICLE DAMAGE TABLE] A lack of armour leaves vital parts of these vehicles vulnerable. If a vehicle is Open-topped&COMMA add 1 to any rolls made on the Vehicle Damage table (this is cumulative with other modifiers). \item[OPEN-TOPPED TRANSPORTS] Open-topped vehicles do not have specific Access Points. Instead&COMMA all of the vehicle is considered to be an Access Point (regardless of any base they may have). \item[Passengers Shooting from Open-topped Transports] Open-topped Transports do not have specific Fire Points. Instead&COMMA all passengers in an Open-topped Transport can fire&COMMA measuring range and line of sight from any point on the hull of the vehicle. \item[Passengers Charging from Open-topped Transports] Acting as an ideal attack platform&COMMA all Open-topped Transports have the Assault Vehicle special rule.\end{description}
Mutated Beyond Reason, In CC roll D3. 1: armour save +1&COMMA 2: roll 2D6 and use highest for number of attacks&COMMA 3: poison (4+) special rule