Transport Vehicle which are not Assault Vehicle gets the following rules:
If a vehicle does not move during its movement phase, its passenger can choose to make an assault after disembarking.
Use the normal rule for disembarking except that disembarking models must end their move wholly within 3" (instead of 6) of the Access Point it disembarked from.
Passengers can not Assault after an Emergency Disembarkation.
Moreover the Transport Vehicle can move flat-out only half of his normally authorized distance.
A pistol can be used as a close combat weapon.
You can either use the pistol normally, ignoring the pistol’s shooting profile or you make a Gun-fu Attack!
When model with a pistol makes its close combat attacks, it can choose instead to make a single Gun-fu Attack, in this case the pistol Strengh, AP and special rules are used (ignoring templates and blast).
Change Smoke Launcher Rule to:
Once per game, when a Vehicle with Smoke Launchers is selected as a target for a shooting attack, you may declare that it will use Smoke Launcher.
The decision must be made before any To Hit rolls have been made.
The Vehicle with Smoke Launcher gains a 4+ cover save until the start of its next Movement phase, but it can only fire Snap Shots until the end of its next turn.
Moreover Power of the Machine Spirit can not be used, and passenger can not fire.
Firing Ordnance weapons has no effect on a Heavy vehicle’s ability to fire other weapons.
All Walkers get Move Through Cover and in close combat, its wound have at least an AP5.
Walkers are heavily customizable robots.
At the start of the game, a general can choose 2 customization for each of its unit of walkers (Squadron should take the same customization):
Improved mobility: The walker adds 3" to any move, run or charge it makes (This can not be taken by walker with already modified movement)
Titanium Plate: The walker gets a 5+ invulnerable save.
Smoking Device: The walker gets Shroud
Command Post: If the walker is in game at the start of your turn (not in reserve), you can re-roll reserve roll (failed or not).
Combat Module: The walker gets +1 A
Modified Ammo: All the Walker Range Weapon get a +1S
Heavy Arm: The walker gets Smash
Ancient Legend: Units at 5" from the Walker can re-roll failed Morale Test.
Those rules do not apply to Super-Heavy Walker.
They Can change customization during game or add another customization.
...
To work on:
http://www.dakkadakka.com/dakkaforum/posts/list/656197.page#7980108
Limited Stomp for Walker
Monstrous Creatures only get cover if 25% obscured or more.
Flying monstrous creatures that arrive via deepstrike may choose to be swooping (dangerous terrain) or gliding when they arrive.
Poison and sniper weapons take no penalty to wounding gargantuan creatures