There’s lots of little things about the game that are easy to get wrong- perhaps you’ll find one or two off this list to help yourself out.
1. Strength D weapons always prohibit the use of Feel No Pain/Reanimation Protocols rolls, regardless of the target’s toughness.
2. A Jetbike that makes a Turbo-Boost movement cannot also make a Thrust move in the assault phase.
3. A model with Runes of the Farseer can choose to reroll some, none, or all of the dice on a given psychic or denial roll. A model using Fortune, on the other hand, must reroll all of the dice if a denial attempt is unsuccessful.
We currently do not play the Runes of the Farseer this way in the ITC, although per RAW, this is correct. This will likely be changing in the near future. -Ed
4. Gargantuan Creatures can fire each of their weapons at a different target, but are otherwise limited to firing only two weapons just as a Monstrous Creature is.
We play this rule as a Gargantuan Creature can fire all of its weapons at different targets (ie. more than two weapons if possible for the model) in the ITC. -Ed
6. A roll on the Destroyer table replaces the To-Wound/Penetration roll, and thus is not affected by the Doom psychic power or other abilities that allow you to reroll wounds or penetrations.
7. Models that suffer a Perils of the Warp result when casting a power roll on the table (and take the effects) immediately, before the enemy makes a Deny the Witch attempt or any other effects happen. Using a Ghosthelm will stop any wounds caused to the Farseer, but not other effects of the Perils.
8. A Warlock Conclave that loses enough models to “forget” a power can choose any power it knows, including a Primaris power.
9. When rolling to wound against a value other than Toughness, you otherwise follow all of the same rules for determining majority value for a squad.
10. Warp Spiders are not limited to using Flickerjump once in a turn- they can do so every time they are declared as the target of a shooting attack.