Well, actually there are no longer universal special rules, but next in the book after the assault phase, are the 'Special Rules'. I think it is very fair to say at this point, this new rule book is incredibly well done, loads of reference page numbers, and a large index page for pretty much everything. Also nice to see the main rule points highlighted in bold writing. The Special Rules section is no exception to this, it includes pretty much all of the special rules that are needed right through the book, all in one place and listed in alphabetical order. That works out at twelve whole pages of special rules! In this post though, I want to focus on the old USR that we are all used to and see how much they have changed...
If a unit with at least one model with this rule enters the table from a random board edge (flanking). The unit can re-roll the board edge dice. There is no extra rolling for Night Fight as Night Fight now has a totally difference rule, which we will look at later on.
And they shall know no fear:
Almost the same as it was and are also immune to the new 'Fear' rule. Fail a Fear test and you will be at weapon skill one in close combat.
Same as before, but only one model in the unit has to have the rule to take the test. Every model with the rule in the unit then gets +1 attack
Fearless models automatically pass pinning, fear, morale and regrouping tests. They are unable to go to ground or choose to leave a combat with the 'Our weapons are useless' rule. Interesting to note that fearless models no longer have to take extra wounds when losing an assault, as the 'No Retreat' rule has gone.
Feel no Pain:
The FNP roll is now on a 5+ unless your rule has a number in brackets afterwards. It is now only bypassed by wounds that cause instant death.
May re-roll one or more dice when rolling to 'Run' or 'Charge', they can no longer assault after they run.
Plus one to strength, but not to initiative.
Hit and Run:
Looks like it is the same as it was
Move Through Cover:
3D6 and take the highest as it was, and automatically passed dangerous terrain tests. It has no effect on the 'Charge range' roll when assaulting.
A unit with at least one model with Night Vision ignores the effects of Night Fight.
Almost the same with the exception for 'Ongoing Reserves' such as a Flyers leaving the battlefield.
If your specific rule does not say a specific enemy, you are able to re-roll any ones to to hit and wound, in both the shooting and assault phase. Only one model has to have the rule for the unit to benefit from it.
Rage just grants you two attacks on the charge (hello Death Company, see you on the tables)
Looks like no change
The main thing here is that you are no longer able to Scout and then Assault the first turn.
Automatically passes dangerous terrain test and has a plus one to the new Jinks special rule (5+/4+ cover save if you move certain distances for units with the Jinks rule)
Slow and Purposeful:
Can move and shoot heavy weapons, but cannot run, Turboboost, move flat out, perform sweeping advances or overwatch.
No change, but it does say you get always get a 6+ cover save in the open
Same as before, but if you are also fearless, you use the fearless rules instead.
They still take two wounds when hit by blast weapons, but no longer gain the Stealth special rule. Instead they now ignore difficult terrain.
May re-roll failed armour penetration rolls against vehicles (shooting and assault), and can choose to re-roll Glancing hits to try and get a penetrating hit instead, but must accept the second roll.
It's interesting to see that 'Turboboost' is missing from this section, but it can be found in the bike rules later in the book.
6th Edition Rule Book Unboxing
Reading 6th Edition - The first few pages
Reading 6th Edition - The movement phase
Reading 6th Edition - The shooting phase
Reading 6th Edition - The assault phase
Next up, Independent Characters...
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