Advanced Deploy: This unit can deploy up to 6” away from your deployment zone ignoring any given by Spawn (X).
AP: a weapon with this trait treats every 8 or higher as 2 hits
Blast(X): A weapon with this special rule ignores cover that the unit is inside of but not intervening terrain. Further the number of attacks is equal to the number of models within that unit up to the X value for the weapon.
Bulky (X): A unit with this rule counts as X number of models for the Transport rule.
Burnthrough: A weapon with this special rule gains a number of attacks equal half the size of targets save dice size (d6 gets 3, d8 gets 4, d10 gets 5), and ignores the Heavy Armor rule.
Charge (x): Instead of having a number of attacks listed, a Charge weapon will roll a X sized die to determine the number of dice used for a given attack. For multiple models with the same weapon profile, use the same result for all of them.
Cleave: a weapon with this special rule moves any wounds from Impact not used to destroy a model to the next model in the unit.
Climb: A unit with this special rule moves up vertical terrain at the same rate as the normal horizontal distance.
Command (X): This unit allows the addition of X non Troop or Command units within the force. Further, when activated, they can give half of X (rounded up) units within 9" activates immediately without having to wait to pull them out of the bag randomly. (still remove their activation tokens from the container and place them by the unit as standard)
Consume (X): When this unit wins a melee, they gain X number of models to their unit up to twice their original model count. Vehicles cannot contribute to Consume.
Costly(X): When a weapon with this rule is used, the unit that uses it suffers X wounds.
Deep Deploy: A deep deploy unit can deploy anywhere on the map up to 6” away from any enemy units. It can only be given the Charge or Firing Line orders on the turn it deploys. If the unit has Delayed Deploy, they must Delayed Deploy in order to Deep Deploy.
Delayed Deploy: This unit can choose to deploy on turn 2 or later. When you decide to deploy the unit, add its activation token to your bag. When the activation token is removed, deploy it, then give them an order.
Deployable Cover (X): This unit is always in cover with a cover bonus of X. This cover counts as the cover they are inside of, which means that Blast will ignore this cover.
Disruptor: A weapon with this rule removes X shield tokens where X is the Impact (X) of the weapon.
Dual Strike: a unit with this special rule doubles the number of dice for each weapon when given the Firing Line or Charge orders.
Duplicate Plate (X): a unit with this rule can reroll a number of failed saves equal to X when defending.
Emplacement: A unit with this rule cannot use any weapons outside of melee until they have used a special order called Emplace. Once Emplaced, they have a Move of 0 and can use their ranged weapons.
Encourage: When a unit with this trait gives orders through the use of Command (X), they also remove Disorder tokens on the units they give orders to.
Engineer: When a unit within 3" of a unit with this special rule would suffer a wound, roll a d6 and on a 6, they do not take that wound. This only affect units with Vehicle except itself.
Feeding: a unit with this special rule gains a number of wounds equal to the number of wounds they dealt in melee combat up to their maximum number of wounds. Does not count wounds against Vehicles.
Flying: a unit with this special rule ignores all intervening terrain height when moving and Difficult Terrain.
Get Down Sir: a unit with this rule can have a friendly Troop unit within 3” take the hits of any ranged attacks aimed at them.
Heavy Armor: a unit with this rule counts 8s or higher as two saves when defending.
Headhunter: a unit with this special rule can ignore the cover given by other units and is immune to the use of Get Down Sir for their attacks.
Hit and Run (X): after making a ranged attack with this unit, they can immediately move up to X inches away. They also roll X extra defense dice in melee.
High Calibre: Weapons with this special rule ignore defensive rerolls.
Impact (X): weapons with this special rule deal X wounds per hit but only to one model.
Medic: When a unit within 3" of a unit with this special rule would suffer a wound, roll a d6 and on a 6, they do not take that wound. This does not affect units with Vehicle or itself.
Mortal (X): A weapon with this special rule, deals X wounds to a friendly unit within 3" when this weapon is fired (adding one per time added with Firing Lint). If no wounds can be dealt this way, the weapon cannot be fired.
Open Topped: Units within a Transport with this special rule may add their ranged attacks when the Transport takes the Standard Order or Firing Line orders. Units within such a transport can be targeted but are considered to be within Heavy Cover and Blast cannot remove this cover.
Paint the Target: A unit with this special rule can forgo doing damage with their attacks to instead place Paint tokens on the target. For every hit that unit would have done to their target, instead place a Paint token. Every Paint token allows any other unit that attacks the marked unit a number of rerolls up to the number of Paint tokens until the start of the next turn.
Rally: A unit with this special rule, when they would give units orders via the Command (X) rule, can move any unit into the Command range and then give them the order.
Repeating: May reroll results of failures on attack rolls with weapons with this special rule.
Safe and Sound: When a Transport unit with this special rule is destroyed, immediately Disgorge the unit without making any attacks against it or giving it a Disorder token
Shield (X): This unit gains X Shield tokens at the start of each turn. When defending, it must spend 1 Shield token to convert a failed save into a success, up to the number of unnegated hits.
Spawn (X): a unit with this special rule counts as a deployment zone with a radius of X inches.
Stealth: a unit with this special rule counts the terrain bonus for cover as twice it normally would be.
Suppressing: When a weapon with this trait would hit their target, they gain a number of suppression markers equal to the number of hits. For each of these markers, when the unit would attack, remove a marker for each hit they would land and ignore those hits.
Tactical (X): When activated, they can give of X units within 6" activates immediately without having to wait to pull them out of the bag randomly. (still remove their activation tokens from the container and place them by the unit as standard). Tactical cannot allow other units with Tactical or Command to distribute activations.
Titan: a unit with this special rule can move through Heavy Cover and Impassible terrain but doing so removes those terrain pieces from the game. when this unit dies, they remain on the battlefield as Impassible Terrain.
Transport (X): A unit with this special rule can carry X number of models inside of it. A unit with multiple models with this special rule counts each model as being able to carry X models. The unit inside is not given any Orders and does not place their Order token within the Initiative bag. When a unit would be Disgorged, they are placed wholly within 6” of the transport and immediately given an Order which must be Charge or Firing Line. A transport can Disgorge its carried unit by spending its attack to do so. A unit can spend their attack on their turn to Load into a transport. Units with Transport cannot be inside of another unit with Transport. Units can start in the Transport when deploying, if they do, they follow the deployment rules for that Transport.
If a Transport unit is destroyed while it has units inside, the opponent gets to make an attack at Hot Range with a number of attacks equal to the models of the unit. If they survive, they are immediately Disgorged and given a Disorder token.
Variable(X): a weapon with Variable (X) where X is one of the damage types can choose the X damage type instead of the normal type if the target’s save with that damage type is worse.
Vehicle: A unit with this special rule is considered a vehicle. Units with this special rule are left behind as terrain, specifically Heavy Cover when destroyed instead of being removed.
Vehicles also treat all Cover Terrain as Difficult Terrain and Heavy Cover Terrain that stands higher than 2” as Impassible.
Volley: This weapon ignores all intervening Terrain between the shooter and the target and ignores the need for line of sight.
Faction Specific Special Rules
Crashers: Disgorging a unit from Transport does not cost the Transport their ability to attack if their Order allowed it.
Florna: Medic occurs on a 5+ result.
Highborn: When attacking this faction with ranged weapons, hot range uses d8s, and standard range uses d6s, cold range is unaffected.
Khalifate: Firing Line gives the chosen weapon(s) Repeating if they didn't already have it.
Pterrodii: When a Pterrodii unit charges an enemy, if the enemy has already activated, the two units seperate to end melee after the Pterrodii unit attacks but before the enemy attacks back, not allowing the enemy to attack back.
Shogunate: Models are not removed in Melee until after they have added their weapon profiles to any attack pools made in that Melee for their unit.
Swarm: Command (X) uses the full X value for the number of units that can be given Orders and ignores the range limit.
Warhounds: When a Unit is Activated, you may remove all Suppression and Disorder tokens from it. If you do, you may choose to set their movement to 0" or lose their ability to perform Ranged Attacks.