Acute Senses: Infiltrators cannot be set up within 18" of a unit with Acute Senses.
Counter-Attack: When a unit with this rule is assaulted, it must pass an Initiative test. If this test is passed, the unit also counts as launching an assault in the subsequent round of combat.
Eternal Warrior: As is.
Fearless: A unit with this rule ignores all negative Leadership modifiers when taking a Morale check and allows you to re-roll any failed Morale check or Pinning test for it. An Independent Character with this rule confers it to any unit he joins.
Feel No Pain: Successful to wound rolls against a unit with this rule must be re-rolled.
Fleet: A unit with this rule may choose how far to move when Running, up to its normal maximum.
Furious Charge: You may re-roll failed to hit rolls in an assault for a unit with this rule on the turn in which they launch an assault.
Hit & Run: As is.
Infiltrate: As is.
Move Through Cover: A unit with this rule treats difficult terrain as open terrain and dangerous terrain as difficult terrain.
Night Vision: A unit with this rule does not need to test how far it can see when the Night Fighting rules are in effect.
Preferred Enemy: A unit with the Preferred Enemy special rule may re-roll failed to wound rolls against its Preferred Enemy.
Rage: A unit with this rule has the Furious Charge, Counter-Attack, and Stubborn special rules. At the start of each of its turns, the unit must take a Leadership test. If the test is passed, the unit functions normally. If the unit does not have line of sight to an enemy unit, it automatically passes this Leadership test.
If the test is failed, the unit must move as fast as possible towards the enemy if at all possible. In the Movement phase it must move its maximum allowed movement towards the nearest visible enemy unit. In the Shooting phase, the unit must run towards the nearest visible enemy unit. In the Assault phase it must attempt to assault the nearest visible enemy unit and must always consolidate towards the nearest visible enemy unit.
Relentless: As is, except that Infantry units that move and fire with Heavy weapons cannon launch an assault in the same turn.
Skilled Rider: As is.
Slow and Purposeful: As is.
Stealth: A unit with this rule may re-roll failed cover saves. If a unit with this rule also has the Infiltrate special rule, it may be set up anywhere up to 6" away from an enemy unit that does not have line of sight to it, or up to 12" away from a unit with Acute Senses that does not have line of sight to it or an enemy unit that does have line of sight to it.
Stubborn: A unit with this rule automatically passes Morale checks and Pinning tests. It cannot fall back and cannot go to ground.
Swarms: A unit with this rule has the Eternal Warrior, Move Through Cover, Stealth, and Vulnerable to Blasts/Templates special rules.
Tank Hunters: A unit with this rule automatically passes Tank Shock Morale checks and adds 1 to its armor penetration rolls.
Turbo-Boosters: As is.
Vulnerable to Blasts/Templates: A unit with this rule suffers Instant Death if it suffers an unsaved wound from a Blast or Template weapon. This overrides Eternal Warrior.