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===Unit Types=== ====Bikes==== *Bikes/Jetbikes have Hammer of Wrath, Jink, and Relentless (see above). As of the FAQ they also have Very Bulky. *The +1 to Toughness a bike gives now applies to Instant Death. In other words, Space Marine Bikers now only suffer Instant Death from Strength 10 weapons, not Strength 8 as before. *Turbo-Boosting is now done in the Shooting phase. Bikes turbo-boost 12 inches (including the Movement phase, that totals 24 inches per turn) while Jetbikes turbo-boost 24 inches (total of 36 inches per turn). Eldar Jetbikes turbo-boost 36 inches (total of 48 inches per turn!!) Turbo-boosting does NOT give you the 3+ cover save anymore, but due to Jink gives you 4+ instead. *Bikes/Jetbikes can't Go To Ground anymore, which also means they can't be Pinned. *Any "can move 6 inches in the Assault Phase, even when not assaulting" rule is now 2D6 inches. ====Artillery==== *The Artillery Gun models themselves are now T7, W2 and have 3+ armor. All gunners also have T7 when shot at (but not when assaulted) as long as at least one gun is alive. **During wound allocation, wounds are allocated to the closest model as if the gun models were regular infantry. **"Look out, Sir!" must be resolved amongst the crew (unless you have a gun that somehow counts as a Character). *Artillery guns cannot Snap Shot. ====Jump Infantry==== *Jump Infantry is now Bulky (see above). *If a unit uses their Jump Packs to charge, they may re-roll their charge distance, and gain Hammer of Wrath (see above). ====Jet Pack Infantry==== *Jet Pack Infantry are now Bulky and Relentless. *Any "can move 6 inches in the Assault Phase, even when not assaulting" rule is now 2D6 inches. ====Monstrous Creatures==== *Very streamlined. All MCs have Fear, Hammer of Wrath, Move Through Cover, Relentless, and Smash (see above). *MCs no longer roll 2D6 for armor penetration in Melee (see Smash's rules for exactly what they can do). ====[[Awesome|Flying Monstrous Creatures]]==== *This is a completely new unit type, and it takes up a whole damn page (p 49). No damn way I'm reprinting all of that shit here. *If you want an easy visualization, Gliding FMCs are literally "Monstrous Creatures with Jump Packs". Swooping FMCs are more complicated, but for the most part are "Monstrous Creatures that move like Flyer vehicles". ====Cavalry and Beasts==== *They move 12 inches in the Movement phase now. Both ignore Difficult Terrain (including while charging), though Cavalry takes Dangerous Terrain tests and neither counts intrinsically as having Frag Grenades. *Beasts have Move Through Cover, Cavalry have Hammer of Wrath (see above), both have Fleet. ====Characters==== *Characters have Precision Shots and Precision Strikes. All rolls To Hit of a 6, both Shooting and Assaults, are allocated by the Character's controlling player instead of "randomly, closest to furthest". **Precision Shots/Strikes are still subject to any "Look Out, Sir!" rolls the target chooses to make. **Snipers also score Precision Hits on a 6. *Characters may issue '''Challenges''' to each other. This is complicated and takes up two whole pages (p 64-5), but it basically forces two Characters to only allocate wounds onto each other.
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