Various special effects that can be applied to units to enhance their capabilities:
Blast_X
Ignores cover, and each hit is multiplied by X, where X is up to as many hits as models in the target unit.
Boom_X
Upon death, deals X hits to melee attacker.
Counter
Strikes first when charged.
Corrosive
Number of attacks increase with the number of wounds this unit suffered.
Deadly_X
A wound from a deadly weapon does X damage instead of 1.
Fast
Moves +2 when using Advance, and +4 when using Rush/Charge.
Frenzy
Counts as having Furious and gets Penetration +1 when charging.
Furious
When charging, unmodified rolls of 6 to hit in melee deal one extra hit.
Hyperspeed
Moves +4 when using Advance, and +8 when using Rush/Charge.
Impact_X
Roll X dice when attacking after charging, unless fatigued, adds X to the amount of hits.
Indirect
Ignores cover, can shoot even without Line of Sight.
Lance
When charging, gets +1 to hit rolls and Penetration +1 in melee.
Lethal
Defense rolls of 1 against this weapon result in 1 extra wound.
LockOn
Ignores cover and negative to hit modifiers (such as Stealth).
Poison
Ignores Regeneration, and the target must re-roll unmodified Defense rolls of 6 when blocking hits.
Purge
When shooting at enemies within 12, unmodified rolls of 6 to hit deal one extra hit.
Regeneration
When taking a wound, roll one die. On a 5+ it is ignored.
Relentless
When using Hold actions and shooting (aka unit didn't move), unmodified rolls of 6 to hit deal one extra hit.
Reliable
Unit always attacks at Skill 2+.
Rending
Ignores Regeneration, and unmodified rolls of 6 to hit get Penetration 4 (regardless of the original penetration value of the weapon).
Slow
Moves -2 when using Advance, and -4 when using Rush/Charge.
Stealth
Enemies get -1 to hit rolls when shooting at units from over 9 away.
Warlord
+1 to hit in melee and shooting.
War Chant
Unit gets extra hits from Furious on unmodified rolls of 5+.