According to persons-who-have-the-book elsewhere (can't remember exact sources, as I've been constantly shifting back and forth between here, warseer, and dark city), models with poison have the option of using their normal strength to wound instead if it would give them a better to-wound roll (though, I assume that if you forego using the poison to-wound roll, then you won't get your wound reroll from S>T)
Also, apparently skilled rider gives an extra +1 to jink save. This means that DE Reavers get a 4+ jink normally, and a 3+ when turbo-boosting.
Are transports still "One squad per transport" or can you have multiple squads per vehicle?
except keep them away from terrain...why are they excited...they are used to having 3+ turboboost coversave...now they just keep the 3+ and loose the terrain rule that made them better...
Night fight is amazing for us in this edition until we see what searchlights do but we LOST A LOT in this edition from what I can see...
Also For Mr Krit...
Can you please Check on Furious Charge please? Your 1st page says +1 A when everyone else has been saying +1 S
Relentless same as 5th edition makes no sense, because necrons will have rapidfire at maximum range. So why should i take relentless (Phaeron) ever again?!
Except that Reavers also get a 4+ jink save that they didn't have before when moving normally. Also, until I actually see the rulebook for myself, I wouldn't rule out the possibility of skilled rider still conferring the same benefit when moving through difficult terrain in addition to the +1 to jink.