40K: The 11th Hour Confirmations – Universal Special Rules
Down to the wire, with the rulebook only hours away, here’s the latest bunch of 40K 7th rules:
via Kirby’s 3++
Acute Senses – same
Adamantium Will – same
ATSKNF – no more extra 3″ on regroup
Assault Vehicle – can assault from vehicle unless it arrived from reserve that turn
Armourbane – roll additional D6 for armor pen
Blasts – same with Apoc extras thrown in
Blind – same
Brotherhood of Psykers – contributes to psychic dice pool
Bulky / Very / Extremely Bulky – same
Barrage – same
Deep Strike – same
Concussive – I1 if hit by this until end of next assault phase
Counter-attack – same
Crusader – same
Daemon – same
D-weapon – 1 = nothing; 2-5 = pen hit with D3 HP; D3 wounds; 6 = pen hit D6+6 HP or wounds – no saves only from 6
EW – same
Fear – same
Fearless – same
FNP – 5+ same
Fleet – same
Fleshbane – same
Gets Hot – same
Force – psy power as discussed
Furious Charge – same
Graviton – same as SM codex
Hammer of Wrath – same
Hatred – same
Haywire – same
Hit & Run – same
Ignores Cover – same
Instant Death – same
Independent Characters – cannot join infiltrate units if it does not have it. cannot join MCs
Infiltrate – same (as is outflank)
Interceptor – same
It Will Not Die – same
Jink – choose to take jink save before enemy hits are resolved, may only snapfire next turn
Lance – same
Master-crafted – same
Mighty Bulwark – same
Melta – says against vehicle but otherwise same (im noting this as armourbane says armor values; not vehicle armour values)
Missile Lock – reroll to hit rolls when one use only weapons; D6″ scatter instead of 2D6″ for one use only
Monster Hunter – same
Move Through Cover – not slowed by charging through difficult terrain; auto pass dangerous
Night Vision – same
Pinning – same
Poisoned – same
PotMS – same
Precision Shot – same
Preferred Enemy – same
Psychic Pilot – contributes to psychic dice pool
Psyker – discussed elsewhere…
Rage – same
Rampage – same
Relentless – same
Rending – same
Repel the Enemy – charge on turn disembarked from building
Sentry Defense System – can auto fire with weapons even if unoccupied
Shred – same
Shrouded – same
Skilled Rider – same
Skyfire – normal BS against air; snap against ground
Slow & Purposeful – same
Smash – all attacks AP2 and can choose to replace with 1 Smash attack at double strength and can re-roll armor pen
Sniper – same
Scout – same
Soul Blaze – same
Specialist Weapon – same
Split Fire – no ld check required
Stealth – same
Strafing run – same
Strikedown – same
Stubborn – Same
Supersonic – same
Swarms – same
Tank Hunters – same
Templates – same
Torrent – same
Twinlinked- same
Twohanded – same
Unwieldy – same
Vector Dancer – second pivot
Vector Strike – 1 hit unless FMC or Flyer. AP2 at strength and random allocation. Ignores cover. counts as shooting a weapon but not against a target (i.e. can shoot another weapon at a different target)
Vortex – same
Zealout – same.
~Tick Tock – Tick Tock – it’s getting so very close now!