Adeptus Mechanicus:
Forge Worlds keywords, Cawl has Mars keyword and buffs Mars FW units
Adeptus Mechanicus keyword is shared, Cult Mechanicus kw and Skitarii kw are present to differentiate. Bonuses target AM keyword
Canticles are chosen at the start of each Battle Round and last that much, cannot be chosen twice. Among the effects they allow for rerolling 1s to same FW kw units within 6"
Astra Militarum:
Regiment keywords
Orders are given automatically to same Regiment keyword unit within 6"
Blood Angels:
Black Rage gives +1A on the charge and ignores a wound on a roll of a 6.
Death Company: 2A each, models can take different loadouts
Lemartes allows rerolling charge distance and to hit rolls in melee to DC units within 6"
Sanguinary Guard rerolls to hit rolls if there is a BA general within 6"
Death Mask gives -1 Discipline to enemies within 3"
Encarmine Sword Ap-3 DmgD3, Axe S+1 Ap-2 DmgD3
Sanguinor has WS2+ W4 S4 T4 A5, can charge even if he used Fall Back, gives +1A to every BA within 6"
Dante has WS2+ W6 S4 T4 A5 Save 2+, allows BA units within 6" to reroll to hits. Axe is S+2 Ap-3 DmgD3, rerolls to wound if it is a Character
Eldars:
Scatter lasers are 36" Heavy 4 Ap0
Warp Spiders M7" Save 3+, can move 4d6 and get Fly but cannot Advance nor Charge. Flickerjump goves -1BS to enemy but you roll 2D6 and on a 2 you lose a Warp Spider. Death Spinner is 18" Rapid Fire S6 Ap-4. With Exarch you reroll failed Morale tests.
Wraithknight W24 S8 R8 Save 3+. Wraithcannon is Assault 2 S10 Ap-4 DmgD6, Ghostglaive is Sx2 Ap-4 Dmg6 straigth (no D6 roll). Hits on a 3+ and gets worse losing wounds
D-Scythes are 8" AssaultD3 S10 Ap-4
Banshees M8" A2 Save 4+. Always attack first with the mask, add 3" to Advance and Charge rolls, Exarch gives a -1 penalty to hit in melee to enemy models. Executioner Blade is WS-1 S+2 Ap-3 DmgD3
Inquisition, Grey Knights and Sisters:
Inquisitors can enter any Imperial vehicle and give bubble buffs to Imperium keyword units, depending on the Ordo chosen
Grey Knights know a nerfed verison of Smite, 12" 1 mortal wound (3 if Daemon keyword)
Sisters are amongst the Imperial Agents, the Saint gives them some buffs and they have shared rules with the adeptus ministrorum (Act of Faith, Shield of Faith and Zealot)
Necrons:
Reanimation protocols are made at the start of your movement phase. Roll a D6 for every slain model, on a 5+ it comes back. You can roll again in the following turns. You cannot roll if the whole unit is slain.
Living metal allows for automatically regaining lost wounds
Basic Gauss is 24" Rapid Fire **Ap-2**, Gauss Cannon is Ap-3 DmgD3
Discipline 10
Warriors cost unchanged form 7th
Monolith M6" W20 S8 T8 Save3+, Gauss Flux Arc Heavy 3 S5 Ap-2, Whip Heavy 6 S8 Ap-2 DmgD6. When it gets charged, roll on a D6 and if 4+ (or worse, depending on wounds lost) charging unit gets D6 mortal wounds.
Orks:
Ork Battlewagon M12" W16 T7 Save 4+, can get T8 but loses Open-topped. Deff Rolla hits on a 2+, 6 attacks S8 Ap-2
Space Marines:
Grav is S5 Ap-3 and does DmgD3 if Save is 3+ or better
Nartecium no longer provides FnP but heals a model for D3 wounds
Storm Shields still provide 3+ Invuln save
ATSKNF rerolls failed Morale tests
Space Wolves:
Thunderwolves Cavalry M10" W3 S4 T5 Save 3+, same equip as before and they cost nine melta bombs without equipments
Lord on Wolf has W7
Frost weapons add a mortal wound on a 6 (not clear on what dice roll)
Runic Armours give 5+ Invuln Save (4+ if Terminator).
Tau: (from ATT also)
Markerlights are cumulative per phase and provide different bonuses, depending on how many hit the unit. Basic is reroll 1s, then you have remove cover bonus, increase BS, use Seeker/Destroyer Missiles (normally snapshooting)
Marker Hits
Marker effect # missile # Dmissile
1. reroll 1 on hit # 4+ # D3
2. no cover bonus # 3+ # D6
3. +1 to hit # 2+ # highest of 2D6
4. +1 to wound # auto # D6 MW
Railguns have a chance to do Mortal Wounds on a to-wound roll of 6
Activating Nova Reactor may result in Mortal Wound
Firesight Marksmen are Independent Characters
Pulse rifles are AP0. Pulse Blasters AP-1 at 10" and AP-2 at 5", Assault 2.
Ghostkeels and Stealth Suits give a -1 penalty to BS if shot at from more than 12", can deploy outside of deployment zone at 12"
Broadside Railgun is Heavy 2 S8 Ap-4 DmgD6, HYMP is Heavy 4 S7 Ap-1 DmgD3
Pathfinders and Kroots are faster than Fire Warriors
Crisis Suits minimum squad size is 3
Riptide
M12" BS4+ S6 T7 W14 2+ 5++
Nova reactor gives moral wounds
can put wounds on drones
Heavy 8 S6 Ap-1 damage 1
72" heavy 3 S7 AP -3 damage 1
can overwatch if within 6" from a charged unit (generic Tau rule)
Tyranids:
Termagaunts cost a bit less than a melta bomb
Tervigon M8" W14 S7 T8 Save3+, can either create a 10 fleshborer Termagaunt unit (you need to keep the points for them) OR re-add fleshborer Termagaunt models to an existing unit
Chaos:
Death to the false emperor
Extra attack on a 6 to hit vs Imperium
Icons:
Khorne - Reroll charge
Nurgle - -1 Ld enemies within 3"
Tzeentch - Mortal wound on a 6 against an enemy units within 12".
Berzerkers
M6" S5 A2 and can attack twice each combat.
Khorne axe S+1 Ap-1
Magnus
S8 T7 W18 4++
Sx2 Ap -4 3 damage in melee
3 powers
His smite does d6 or 2d6 mortal wounds
Reroll hit and invulnerable of 1 for Thousand sons within 9"
Typhus
S4 T5 W6 A4 2+ 4++ (halves advancing)
on a 5+ ignore wounds
Manreaper is S+3 Ap-3 3 damage,
Pistol is Pistol 2d6 S4 Ap-3.
+1 S and T for poxwalkers within 7"
has the same ability for death guard unit of the starter nurgle lord.