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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 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.