Hey,
> Nothing speeds play like hundreds of Special rules
... except stackable, interacting Streamlined Rules
- or -
A summary of yet more things to track in-game:
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Senses = Re-do table edge arrival roll.
Will = +1 to Deny the Psi rolls.
Armourbane = 2d6 for AP Rolls in CC.
Fleshbane = Wounds on a 2+ in CC.
Blind = I1, WS1 for a turn.
Concussed = I1 for a turn.
Daemon = Fear, 5++.
Bulky = New model sizes XX (Termi, etc) 3X and 5X.
FNP = As a 5++, but "not a save?"
Fearful = WS1 for a turn.
Fleet = Re-do weak Run and Charge rolls.
Counter-attack = +1A vs Ld test.
Crusader = +1d6 to Run, using highest, +d3in to Sweeps.
Fearless = Autopass Pin, Fear, Regroup and Morale, BUT -
No voluntary autofail of Morale checks!
DS Mishaps = (d6) 1 Destroyed; 2/3 Opponent deploys; 4+ Ongoing.
FWs = Wound first, then spend a Psi point, roll for Perils, IK.
Hate = Re-roll first round misses in CC.
Wrath = +1A Charge bonus @I10.
Furious = +1S Charge bonus if not Disordered.
Haywire = (d6) 1 Dud; 2-5 Glance; 6 Pen.
Gets Hot = Includes vehicle Plascannon! Glances on a 4+.
Infiltrate = Set-up anywhere over 12in from the enemy.
Intercept = Shoot arriving Reserves in THEIR Mv phase!
Not Die = Regain Wounds or HP on a 5+ every turn.
Jink = 5+ Cover, 4+ If Turbo or FO.
Lock = Missiles scatter only d6in.
Hunter = Re-do poor Wound rolls vs MCs.
"Ongoing" Reserves = Units temporarily off-board mid-game -
If caught off-board at endgame, count as Destroyed for VP!
Preferred = Re-roll 1s to-Hit and to-Wound.
Psi Pilot = Ld10 for Psi tests; Perils yield a Glance.
Rage = +1A Charge bonus.
Rampage = +d3A in CC if outnumbered.
Shred = Re-roll failed to-Wound rolls.
Scout = Re-deploy 12in. 6in if MC, Arty, Walker or Infantry.
Relentless = May fire Heavy weapons as if stationary -
May also Charge after firing Heavy, Ord RF or Salvo weapons.
Shroud = +2 Cover save, 5+ minimum. Stackable to 2+.
Skilled = Autopass Dangerous terrain; +1 to Jink.
Skyfire = Fires at BS vs Skimmers, Flyers and Flying Creatures.
Sniper = Pin; Rend; always Wound on a 4+.
Split Fire = vs Ld test.
S&P = May Charge after firing Heavy, RF, Ord and Salvo weapons -
May NOT Run, Turbo, FO, Sweep or Overwatch, though.
Ablaze = d3 S4 AP5 Hits/ turn until saved (4+).
Stealth = +1 Cover save. Minimum 6+. Stacks w/ Shroud.
Specialist = The old 2CCW bonus - with restrictions.
Strafe = Vehicle gains Pin and +1BS.
Strike = Stricken models Mv as if in DT and halve I for a turn.
Smash = Non-Wrath CC attacks are AP2 unless wielding an AP1 -
The A stat is halved, but S is doubled. May re-roll AP.
Unwieldy = The old Power Fist (Init 1) rule.
Dancer = +1 turning Mv of up to 90deg.
Torrent = Lobs a Flamer temp up to 12in.
Stubborn = Ignore negative Ld modifiers for Pin and Morale.
Vector = d3+1 AP3 Swoop attacks in the Mv phase.
Supersonic = Up to a 36in Mv, may not Hover.
Swarm = Ignore D terrain, Wounds from L/ Blast/ Temps are doubled.
Twin-linked Blast = Re-roll misses on the Scatter dice.
Twin-linked Temp = Re-do failed to-Wound and AP rolls.
Two-handed = No bonus Attacks for using 2 of these.
Zealot = Shorthand for Fearless + Hate.
Note: Deny the Psi = A ward save vs Psi Attacks -
A Denial Unit = The new name for (Objective) Contesting Units.
Command Traits = Random Warlord bonus table -
Choose a Personal bonus, Aura bonus or Army bonus, roll d6:
Aura (12in) = 1. +Ld friendlies, 2. -Ld enemies, 3. MTC, 4. +d6 Run,
5. re-roll to-Hit 1s @Objectives, 6. +1d6 Charge.
Personal = 1. Counter Attack in own DZ, 2. FC in enemy DZ,
3. Outflanks, 4. +1VP for slain Chars, 5. FNP @Objective,
6. Warlord is a Scoring Unit - even if he's a vehicle ...
Army-wide = 1. MTC + Stealth in Ruins, 2. Night Fight first turn,
3. Outflankers get Senses, 4. re-roll Reserves, 5. -1 to enemy
Reserve rolls, 6. Scout any Unit 3d6in, +3 more d6in @deployment.
+++
There. That wasn't so good now, was it?
Playa