RACE SPECIFIC NOTES
General Imperial
Auspex: Troops using an Auspex gain a +1 passive bonus to detect infiltrators.
Imperial Guard
Deathworld Snipers: Deathworld Snipers are adept at advancing through enemy lines, they are only detected on 2 succesful rolls.
Engineers: An Imperial Guard army may purchase a unit of Engineers, who are skilled at setting up defenses and building terrain features. The have the following profile:
ENGINEERS
Points/Model
| WS
| BS
| S
| T
| W
| I | A | Ld | S |
10 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | - |
Squad: The Squad consists of 5 Engineers
Weapons: Lasguns
Transport: The Engineer Squad may be transported in a 'Service Transport' see below.
Special Rules: Engineers reduce the time needed to deploy terrain upgrades by 1 turn. So a unit of Engineers may deploy 2 pieces of terrain requiring one turn each to deploy or a single terrain upgrade requiring 2 turns, in a single turn.
SERVICE TRANSORT
50 points F: 10 L/R: 10 R: 10
Weapons: None
Equipment: Wrecker, Tow-Bar, Recovery Vehicle.
Special Rules: Engineers using a Service Transport reduce the cost of terrain upgrades by 10 points to a minimum of 5 points.
Space Marines
Blood Angels
Casualties suffered as a result of marines succumbing to the Red Thirst are not used to calculate recovered wounds at the end of the battle. Casualties are added to the total Death Company, at the end of any battle the Blood Angels player may 'loose' any number of Death Company towards the enemy, the unrestrained warriors must move as fast as they can towards and enemy territory and engage in combat. The Death Company cannot gain experiance.
Dark Angels
"He is HERE!": If a Dark Angels army recieves confirmation that Cypher is on the planet (confermation being a battle where the Dark Angels player or an official ally sees the Cypher model-representing Cypher) then all elements of his First Company and Second Company (Deathwing Terminators and Ravenwing Units) MUST attempt to capture Cypher. Any Dark Angels Unit that manages to capture Cypher earns 10 xp. ***This is an Optional Rule***
Fallen Angels: If a Dark Angels unit destroys a unit of fallen angels it earns 3 experiance.
Space Wolves
DeepStrike Deployment: WolfGuard Terminators will never use DeepStrike Deployment (See Campaign Rules).
Wolf Scouts: Wolf Scouts are adept at operating behind enemy lines, they are only revealed on 2 successful tests.
Assasins
Vindicare: Vindicare assasins are adept at penetrating enemy lines they are only detected on 2 successful tests.
Callidus: The nature of the polymorphine drug makes Callidus assasins almost impossible to detect, they are only detected on 3 successful tests and the maximum bonus against them is +1.
Eldar
Farseer: Farseer's acute psychic senses add a +2 passive bonus to detect infiltrators in the territory they occupy. If unengaged in a turn a Farseer may scout one adjacent sector.
Craftworld Altaitoc: Pathfinders are master spies and scouts, they are only revealed on 2 successful tests.
Shining Spears: Exarchs with the 'Skillful Rider' power and their squad are considered Fast and may move 3 hexes/turn.
Warp Spiders: Warp Spiders are considered Fast for purposes of moving through territories and may move 3 hexes/turn.
Dark Eldar
Mandrakes: Mandrakes are creatures made of demi-shadow they can move with incredible stealth and may only be revealed on 2 successful tests, further the maximum bonus to this test is +2.
Chaos
Daemons: Daemons may not occupy territory, after battle they return to the warp. Daemons may take part in ANY chaos battle that turn.