Rules we know we got wrong:
1. Chargers cannot fire pistols after they charge.
2. Shaken models can't do ANYTHING.
3. The attacker always rolls the Injury roll (and can therefore spend CP to reroll it).
4. Flesh wounds don't modify your Nerve tests.
5. If you charge, you can still attack another model that charges you,...
Rules we know we got wrong:
1. Chargers cannot fire pistols after they charge.
2. Shaken models can't do ANYTHING.
3. The attacker always rolls the Injury roll (and can therefore spend CP to reroll it).
4. Flesh wounds don't modify your Nerve tests.
5. If you charge, you can still attack another model that charges you, even if you didn't declare that they were your charge target.
6. If you choose to move after a failed charge you MUST move as close as possible, not just closer.
7. It takes 4 Flesh Wounds to have a model go Out of Action, not 3.
8. Once you are Broken the entire Kill Team gets -1 to all hit rolls.
9. Space Marines ignore the first Flesh Wound when applying modifiers to hit rolls.
10. Reivers have a -1 Ld bubble around them.
11. Space Marines can reroll failed Nerve tests.
12. You roll 2d6 for initiative, not d6 (although it makes no difference).