On this page:
Special abilities
Rules for special units and weapons.
We’re safe ’ere Gobbitz. There’s no way da beakies can get to us at the top of dis cliff…
Last words of Gibli the Gretchin before being overrun by Space Marine Assault troops from the Salamanders Chapter
About special abilities
The source texts group abilities into 'specialist units' and 'specialist weapons'. They are also rather inconsistent with other terms such as 'special abilities', 'specialist abilities', 'attributes', and so on.
I've standardised on 'special abilities' and I've only used 'specialist units' or 'specialist weapons' in a couple of awkward places where it is important to differentiate. As usual, my edits shouldn't affect the actual gameplay.
The battlefields of the 41st Millennium are home to a vast array of extraordinary units and weapons. These can range from infantry units equipped with jump packs that allow them to fly through the air, through to heavily armoured vehicles equipped with huge macro-weapons so powerful they make a mockery of all but the very thickest armour.
These kinds of units have special abilities that often 'break' the core game rules in some way — troops with jump packs can leap over impassable terrain, for example, while units hit by macro-weapons do not get an armour save, and so on.
These rules are not particularly complex so don't be afraid to use some of them while you are learning the game. The main reason these rules are in the advanced rules section is to streamline the core rules.
Any special abilities that apply to a unit or weapon are noted on the unit's datasheet.
General rules for special abilities
- Special abilities represent the attributes of particular units and weapons. Thus, special abilities are not transferable to other units or weapons.
- Sometimes it happens that you want to do something where it would be unclear how to apply the effects of a special ability because some units have it while their comrades do not. When this happens, the solution is simple: you may only use the ability if all of your units in that situation have that ability.
- Unless the rules specifically state otherwise then you may use a unit's special abilities even while the units is in a formation that is Broken.
Space Marine Terminators are able to teleport onto the battlefield, and so the Teleport ability is stated on their unit datasheet. However, any non-Terminator units in the same formation (such as Land Raiders) do not have this ability and they don't gain it from the Terminators.
You have an artillery formation and you are using it to fire a barrage. You have a mixture of units in the formation such that some of the barrage weapons have the Ignore Cover ability, some have the Macro-Weapon ability, and some have neither ability.
As the special abilities don't apply to all of the units, you cannot use either of them — simply resolve a normal barrage without the effects of the special abilities. Consider adding "Or, you may choose to shoot with only the Macro-Weapon units, or only the Ignore Cover units." and mirror this by extending the rule above? Or is this unintended and perhaps not desirable because of some edge case or other?
A formation containing your Supreme Commander unit is currently Broken. Even so, you may still re-roll one failed Initiative test per turn so long as this unit is in the play area.
Q. Can a unit have the same special ability more than once?
A. No. Treat duplicate abilities (from Character upgrades, for example) as one.
Q. Can I use the special abilities of units that are embarked in transports?
A. Yes.
Q. Can I use the special abilities of units that are not in the play area (that is, they are in reserve).
A. Mostly no, but there are some exceptions. It should be obvious that you can use special abilities that you depend upon for a formation to enter the play area in the first place (such as Teleport, Tunneller, Slow and Steady).
Also, you may use any special ability that affects your Action test or Rally test for a formation that is in reserve, but only with the unit's own formation. Such abilities include Supreme Commander, Leader, and Farsight.
Q. Some special abilities can apply to both units and weapons. Are there any differences?
A. Specialist weapon abilities on a weapon apply to only to the datasheet line they are on (for example: Banshee Masks grant First Strike to Howling Banshees in close combat; Lictor Talons grant Sniper to Lictors in close combat).
Specialist weapon abilities on the unit apply to all attacks where applicable (for example, Warp Spiders haveFirst Strike so all their CC and FF attacks have it, as do any Extra Attacks from Character upgrades), while special unit abilities on the unit do not (for example, Eldar Rangers have Sniper for their shooting attack while their CC and FF attacks do not).
Specialist unit abilities on a unit usually have no relevance for weapons.
Specialist unit abilities on a weapon are rare, but see the Sniper ability FAQ for an exception!
I'd like to rationalise this FAQ alongside Extra Attacks and Sniper and terminology for special abilities — but I haven't yet figured out a way to do it that I feel happy with.