Models with this skill are known for the wild ferocity of their charges. In a player turn in which they charged into close combat they and +1 to both there Initiative and Strength characteristics. This ability does not affect sweeping advances.
This special rule is automatically lost by an independent character joining a unit that does not have this special rule, and vice versa. Scouts are used to reconnoitre ahead and are always used in the vanguard of the army. To represent this, any Scouts in the army may be deployed as the start of the battle, even in scenarios where they could not normally be deployed. For example, if you are using a mission variant with the Escalation special rule, then your Scouts would set up at the start of the battle instead of being places in reserve. In addition to this rule, after both sides have deployed (including Infiltrators), any Scouts may make a 'free move'. The move happens before rolling to see who goes first. All of the normal Movement rules apply. This rule does not apply if the Scouts begin the game embarked on a Transport.
This special rule is automatically lost by an independent character joining a unit that does not have this special rule, and vice versa. Models with this ability may choose to leave close combat. Declare this at the end of the Close Combat phase. The unit using the Hit & Run ability must be involved in combat, and will immediately move 3D6" in a straight line in any direction, ignoring the units they are locked with. This move may not be used to move into contact with any enemy models. The break-off move is automatically successful and is not subject to sweeping advance. The enemy can consolidate normally, however.
Ork mobs may always choose to substitute the number of Orks in their mob for their normal Leadership value. If an Ork mob numbers 11 or more models, it has the Fearless special rule.
This special rule is automatically lost by an independent character joining a unit that does not have this special rule, and vice versa. Units mounted on bikes and jetbikes may utilise turbo-boosters to move at extreme speed. When using their turbo-boosers they may move up to 24" in the movement phase. Controlling their bike at such speeds takes all their concentration and skill, however, so they may not move through difficult terrain, shoot, launch assaults, or move in the Assault phase in the same turn. In the following enemy shooting phase, treat the bike's Armour Save as being an Invulnerable Save, to represent the difficulty of hitting such fast-moving targets. A unit using turbo-boosters must end its move at least 18" away from its starting position to claim this Invulnerable Save, as it relies on flat-out speed.