| Abilities |
|---|
| Deathwing Assault:
When you deploy a Deathwing unit you may choose to put it on the table or in reserve, as described in the Deep Strike Scenario Special Rule. At the beginning of your first turn, you may choose up to half (rounding up) of the Deathwing Terminator squads kept in reserve to make a 'Deathwing Assault'. Units making a Deathwing Assault arrive on the player's first turn using the Deep Strike rules. The arrival of the remaining units held in reserve is rolled for as normal. Independent characters wearing Terminator armour may also be deployed via Deathwing Assault. They must join and enter play with Deathwing Terminator squads in order to do so. |
| Fearless:
Fearless troops automatically pass all Morale and Pinning tests they are required to take, and will never fall back. They can however go to ground voluntarily. This special rule is gained by any independent character joining a fearless unit. However, as long as a fearless character stays with a unit that is not fearless, he loses this special rule. If a unit that is falling back suddenly gains this rule, it will automatically regroup at the beginning of its next Movement phase, regardless of all normal restrictions on regrouping. Note: units with the Fearless ability are subject to the No Retreat! rule. |
| Wargear |
|---|
| Terminator Armour:
Models in Terminator Armour have a 2+ armour save and a 5+ invulnerable save. Terminator armoured models have the Relentless special rule, may not perform a Sweeping advance and can be teleported onto the battlefield. They may start the game in reserve and arrive using deep strike rules, even if its not part of the mission being played. Terminators count as two models for the purposes of transport capacity and cannot embark in Rhinos or Razorbacks. |