Die Legions Sonderregeln.
Dark Angels:
All infantry only detachments in a formation with 3+ different detachments get Implacable and Phosphex.
All cavalry only detachments in a formation with 3+ different detachments gets Outflank
All vehicle only detachments in a formation with 3+ different detachments gets Nimble
Dedicated transports do not count, or gain special rules.
Emperors Children:
Once, if there is a formation consisting entirely of EC models (ignoring if allied), may take the initiative instead of rolling. Must declare before rolling.
If EC is allied, player may reroll the dice once instead, and only if EC is on the battlefield/reserves.
Iron Warriors:
Infantry and Walkers count as 1 higher when determining objective control. If the objective is in their deployment zone, they count as 2 higher.
White Scars:
Improve their Jink save by 1, to a maximum of 3+
Space Wolves:
Enemy Infiltrators may not be placed within 16”. Enemy units may not arrive within 8” when outflanking, unless from their own table edge.
Imperial Fists
When issued first fire, the following weapons gain accurate.
Legion Bolters/Combi-bolters/Bolt Pistols
Missile launchers/Lascannons/Plasma Cannons/Autocannons
Night Lords:
Fuck you.
Blood Angels
If they win a combat and is no longer engaged, after all Withdrawal moves have been made, models may move up to 3”, including into base contact with enemies. May not embark or garrison.
If they engage an enemy that has not fought yet, the Blood Angels MAY fight again, otherwise do not resolve the combat.
Can only be done once pr. turn.
Iron Hands:
Feel No Pain also works against Light AT
Vehicles shot at by a First Fire order worsens the shots AP by 1. (-2 becomes -1). First Fire shot ONLY (not overwatch or other)
World Eaters:
Infantry, Walkers, and Cavalry may reroll a single d6 when fighting.
Ultramarines:
Reroll any hit of 1 against a target that has already had one or more hits scored against it by an Ultramarine unit from the same formation.
Death Guard
Does not suffer hits when moving through Dangerous Terrain.
May select up to two areas of terrain if their army contains at least one Death Guard formation, for the remainder of the battle, these areas count as Dangerous Terrain, in addition to other rules.
Two structures can be selected in place of a single area of terrain. Each time a model garrisons or leaves a structure designated as Dangerous Terrain, it counts as having moved 1” through it.
Thousand Sons:
TS units with the Commander rule gain the Shield Generator (+6) rule
Sons of Horus:
When issued with an advance order, and shooting at a unit within 6” of it, may reroll 1s to hit when firing Light or Light AT weapons while the order is in effect.
Word Bearers:
Never count as being Broken for the purposes of being issued an order.
Ignore all effects of Dread Aura.
Salamanders:
All Salamanders gain Implacable
When making Morale checks, a Detachment that contains only salamanders rolls two D6 and chooses the result.
Raven Guard:
All detachment with only RG gain Infiltrate, unless there are DTs. All detachments with only RG Cavalry, Walkers, or Infantry in DTs gain Forward Deployment.
Alpha Legion:
For each Formation made up of only AL detachments, select 3 AL detachments to get Mutable Tactics. For each Allied Contingent select 1 AL detachment. Detachments with the Flyer rule may not be selected.
Is the selected detachment is Inf, Cav, Walk, or Vehicle, they gain Infiltrate, Outflank or Forward Deployment. Different rules may be chosen for the detachments. If it is of any other type, it gets Forward Deployment.
Sie schwanken mal wieder zwischen sinnlos und megastark.