Eldar:
Scatter lasers are 36" Heavy 4 Ap0
Inquisition and Grey Knights:
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)
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 Dmg
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.
Space Marines:
Grav is S5 Ap-3 and does DmgD3 if Save is 3+ or better
Narthecium no longer provides FnP but heals a model for D3 wounds
Tau:
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)
Railguns have a chance to do Mortal Wounds
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 malus 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