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'There Can Be Only One!'
Conor must always issue and accept challenges when possible. In addition, he may choose one character in the enemy's army to be his nemesis. If Conner slays this character in a challenge, the Albion player receives +100 Victory Points. While in a challenge, Conor has Heroic Killing Blow.
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'There Can Be Only One!'
Conor must always issue and accept challenges when possible. In addition, he may choose one character in the enemy's army to be his nemesis. If Conner slays this character in a challenge, the Albion player receives +100 Victory Points. While in a challenge, Conor has Heroic Killing Blow.
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Standard Bearer
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Standard Bearer
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Fear
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat.
If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
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Fear
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat.
If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
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Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
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Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
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Vanguard
After both sides have deployed all their other forces (including Scouts), but before the roll to see who gets the first turn is made, units containing only models with Vanguard can immediately make a move up to 6" (12" in case they move using Swiftstride) move regardless of their M value (they cannot march and are affected by terrain as normal). This cannot be used to move the Vanguard troops within 12" of the enemy. A Vanguard move does not count as moving for the purpose of shooting in the first turn.
If both players' armies contain Vanguard troops, players should roll off. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off.
Units that have made a Vanguard move cannot declare a charge in the first turn if their army goes first. This also includes charging in the Magic phase.
If a character is deployed as part of a unit with Vanguard, that unit can still make its Vanguard move if the character in question has Vanguard or is a model on foot. Otherwise the character’s presence prevents the unit from using Vanguard.
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Vanguard
After both sides have deployed all their other forces (including Scouts), but before the roll to see who gets the first turn is made, units containing only models with Vanguard can immediately make a move up to 6" (12" in case they move using Swiftstride) move regardless of their M value (they cannot march and are affected by terrain as normal). This cannot be used to move the Vanguard troops within 12" of the enemy. A Vanguard move does not count as moving for the purpose of shooting in the first turn.
If both players' armies contain Vanguard troops, players should roll off. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off.
Units that have made a Vanguard move cannot declare a charge in the first turn if their army goes first. This also includes charging in the Magic phase.
If a character is deployed as part of a unit with Vanguard, that unit can still make its Vanguard move if the character in question has Vanguard or is a model on foot. Otherwise the character’s presence prevents the unit from using Vanguard.
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Befuddling Glamour
All enemy units within 12” and with line of sight to the Pixies at the start of their turn must take a LD test. If failed, the unit must move straight towards them, following all the rules for Stupidity. This has no effect on units that have the Immunity (Psychology) special rule.
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Befuddling Glamour
All enemy units within 12” and with line of sight to the Pixies at the start of their turn must take a LD test. If failed, the unit must move straight towards them, following all the rules for Stupidity. This has no effect on units that have the Immunity (Psychology) special rule.
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Bonegrinder Giant Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Bonegrinder Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Bonegrinder Giant's victim. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting monstrous beasts, monstrous infantry, monstrous cavalry, chariots and war machines. Use the Bigger Things Chart when fighting anything with
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Bonegrinder Giant Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Bonegrinder Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Bonegrinder Giant's victim. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting monstrous beasts, monstrous infantry, monstrous cavalry, chariots and war machines. Use the Bigger Things Chart when fighting anything with
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Born of Bloodmarsh
The Fenbeast gains Frenzy.
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Born of Bloodmarsh
The Fenbeast gains Frenzy.
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Flammable
If a Flammable model is attacked with a Flaming Attack, all failed To Wound rolls made by the attackers may be re-rolled.
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Flammable
If a Flammable model is attacked with a Flaming Attack, all failed To Wound rolls made by the attackers may be re-rolled.
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Devastating Charge
The Models have +1 A during a turn in which they charge into combat. Unless otherwise noted, this only applies to rider in case of Cavalry or Monstrous Cavalry.
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Devastating Charge
The Models have +1 A during a turn in which they charge into combat. Unless otherwise noted, this only applies to rider in case of Cavalry or Monstrous Cavalry.
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Champion
"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios:
• Attempting to March when within 8" of enemy units.
• Attempting to Redirect a Charge.
• Reforming from Defeat after losing a round of close combat.
• Restraining from Pursuit
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Champion
"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios:
• Attempting to March when within 8" of enemy units.
• Attempting to Redirect a Charge.
• Reforming from Defeat after losing a round of close combat.
• Restraining from Pursuit
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Conduit of Power
Friendly Wizards within 6" receive a +1 modifier to their channelling rolls.
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Conduit of Power
Friendly Wizards within 6" receive a +1 modifier to their channelling rolls.
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Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)
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Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)
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Stubborn
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
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Stubborn
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
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Druidic Rites
A unit of Druid Neophytes is considered to be a Level 2 Wizard that knows the spells Awakening of the Wood and Shield of Thorns from the Lore of Life. This doesn't stop other Wizards from knowing those same spells. The unit receives an additional +1 to cast for For every 5 models of Druid Neophytes in the unit, to a maximum of +3. Each time the unit casts a spell, you must nominate one Druid Neophyte or Draidecht as the caster for the purposes of line of sight, range, etc. In the event that a Druid Neophyte unit rolls a miscast, do not roll on the Miscast table. Instead, the unit suffers D3 Wounds which Ignores Armour saves. If the unit is targeted by a rule that affects a Wizard, your opponent must choose one Druid Neophyte or Draidecht as the target.
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Druidic Rites
A unit of Druid Neophytes is considered to be a Level 2 Wizard that knows the spells Awakening of the Wood and Shield of Thorns from the Lore of Life. This doesn't stop other Wizards from knowing those same spells. The unit receives an additional +1 to cast for For every 5 models of Druid Neophytes in the unit, to a maximum of +3. Each time the unit casts a spell, you must nominate one Druid Neophyte or Draidecht as the caster for the purposes of line of sight, range, etc. In the event that a Druid Neophyte unit rolls a miscast, do not roll on the Miscast table. Instead, the unit suffers D3 Wounds which Ignores Armour saves. If the unit is targeted by a rule that affects a Wizard, your opponent must choose one Druid Neophyte or Draidecht as the target.
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Embodiment of Albion
Every model in base contact with a Fenhulk must take a Dangerous Terrain test as if they are moving through Marsh Terrain at the start of the first round of close combat, before Impact Hits are resolved.
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Embodiment of Albion
Every model in base contact with a Fenhulk must take a Dangerous Terrain test as if they are moving through Marsh Terrain at the start of the first round of close combat, before Impact Hits are resolved.
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Terror
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).
Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.
If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
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Terror
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).
Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.
If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
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Expendable
Models with this rule do not cause Panic to friendly units that are not Expendable themselves. Characters may not join a unit with this rule, unless specified.
For every Core unit with Expendable rule in your army, you are required to include at least one other Core Unit without Expendable. For more information on this, see the Choosing Your Army chapter.
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Expendable
Models with this rule do not cause Panic to friendly units that are not Expendable themselves. Characters may not join a unit with this rule, unless specified.
For every Core unit with Expendable rule in your army, you are required to include at least one other Core Unit without Expendable. For more information on this, see the Choosing Your Army chapter.
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Falians
Infantry models with this rule may deploy as Ambushers, and get +1 To Hit in close combat when attacking enemies in their flank or rear (excluding mounts). You may not have multiple Tribal Affiliations in the same army.
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Falians
Infantry models with this rule may deploy as Ambushers, and get +1 To Hit in close combat when attacking enemies in their flank or rear (excluding mounts). You may not have multiple Tribal Affiliations in the same army.
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Fall Over
A Giant must test to see whether it falls over if any of the following apply:
If it is beaten in close combat. Test once results are established but before taking a Break test.
If it is fleeing at the start of the Movement phase.
When it crosses an obstacle. Test when the obstacle is reached.
If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.
To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.
To determine in which direction the Giant falls, roll a scatter dice. Place the large template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 3D6 S 8 Hits that have Multiple Wounds (D6), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result.
A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution.
Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up..
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Fall Over
A Giant must test to see whether it falls over if any of the following apply:
If it is beaten in close combat. Test once results are established but before taking a Break test.
If it is fleeing at the start of the Movement phase.
When it crosses an obstacle. Test when the obstacle is reached.
If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.
To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.
To determine in which direction the Giant falls, roll a scatter dice. Place the large template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 3D6 S 8 Hits that have Multiple Wounds (D6), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result.
A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution.
Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up..
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Fall Over
A Giant must test to see whether it falls over if any of the following apply:
If it is beaten in close combat. Test once results are established but before taking a Break test.
If it is fleeing at the start of the Movement phase.
When it crosses an obstacle. Test when the obstacle is reached.
If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.
To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.
To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 2D6 S 6 Hits that have Multiple Wounds (D3), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result.
A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution.
Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.
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Fall Over
A Giant must test to see whether it falls over if any of the following apply:
If it is beaten in close combat. Test once results are established but before taking a Break test.
If it is fleeing at the start of the Movement phase.
When it crosses an obstacle. Test when the obstacle is reached.
If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.
To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.
To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 2D6 S 6 Hits that have Multiple Wounds (D3), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result.
A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution.
Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.
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Fast Cavalry
Vanguard
Fast Cavalry automatically have Vanguard.
Free Reform
Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value.
Fire & Flee
A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so.
Feigned Flight
A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Fire on the March
Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Characters
A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them.
Armour Saves
Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
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Fast Cavalry
Vanguard
Fast Cavalry automatically have Vanguard.
Free Reform
Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value.
Fire & Flee
A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so.
Feigned Flight
A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Fire on the March
Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Characters
A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them.
Armour Saves
Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
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Fateful Destiny
Conor has Ward save (3+) against all attacks except successful Killing Blows.
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Fateful Destiny
Conor has Ward save (3+) against all attacks except successful Killing Blows.
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Finians
Models with this rule roll 3D6 for Panic and Break tests, discarding the highest dice rolled. You may not have multiple Tribal Affiliations in the same army.
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Finians
Models with this rule roll 3D6 for Panic and Break tests, discarding the highest dice rolled. You may not have multiple Tribal Affiliations in the same army.
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Fir Domain
Models belonging to the Fir Domain gain +1 armour save when using shields. You may not have multiple Tribal Affiliations in the same army.
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Fir Domain
Models belonging to the Fir Domain gain +1 armour save when using shields. You may not have multiple Tribal Affiliations in the same army.
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Fly (10)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (10)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (6)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (6)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly-Infested Rotweed
Attacks targeted against the Fenbeast suffer -1 to their WS and BS,
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Fly-Infested Rotweed
Attacks targeted against the Fenbeast suffer -1 to their WS and BS,
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Frenzy
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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Frenzy
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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Giant
You may take 1-2 Giants as a single Rare choice.
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Giant
You may take 1-2 Giants as a single Rare choice.
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Giant Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
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Giant Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
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Hatred (Dark Elves)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Dark Elves)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hero of Albion
For every unsaved wound caused by Cormac Chath in Close Combat, all friendly units in combat within 6" receive +1 to their combat resolution bonus (to a maximum of +3).
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Hero of Albion
For every unsaved wound caused by Cormac Chath in Close Combat, all friendly units in combat within 6" receive +1 to their combat resolution bonus (to a maximum of +3).
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High Druid
Dural Durak may reroll all Power Dice when casting a spell once per turn, as long as it wasn't a Miscast result. This is done after resolving any Unlimited Power rolls.
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High Druid
Dural Durak may reroll all Power Dice when casting a spell once per turn, as long as it wasn't a Miscast result. This is done after resolving any Unlimited Power rolls.
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Immunity (Psychology)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology
test).
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Immunity (Psychology)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology
test).
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Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (D6+1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (D6+1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Unstable
Unstable units are Unbreakable, and suffer one extra Wound for every point they have lost of the round of combat by, with no saves of any kind permitted against these wounds. If an Unstable unit would normally be eligible to be Steadfast, they instead suffer 1 less Wound than they would normally do.
Unlike Unbreakable units, Unstable characters may join Unstable units. If an Unstable unit also contains Unstable characters, the controlling player first allocates wounds to the unit, then divides any remaining wounds (if any) as equally as possible amongst the characters.
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Unstable
Unstable units are Unbreakable, and suffer one extra Wound for every point they have lost of the round of combat by, with no saves of any kind permitted against these wounds. If an Unstable unit would normally be eligible to be Steadfast, they instead suffer 1 less Wound than they would normally do.
Unlike Unbreakable units, Unstable characters may join Unstable units. If an Unstable unit also contains Unstable characters, the controlling player first allocates wounds to the unit, then divides any remaining wounds (if any) as equally as possible amongst the characters.
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Large Target (2)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
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Large Target (2)
Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type.
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Leechloam
During any turn in which one or more spells from the Lore of Life or Lore of the Truthsayers is successfully cast within 12", the Fenbeast gains +1 S.
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Leechloam
During any turn in which one or more spells from the Lore of Life or Lore of the Truthsayers is successfully cast within 12", the Fenbeast gains +1 S.
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Lifebloom Silt
The Fenbeast may re-roll failed Regeneration results of 1.
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Lifebloom Silt
The Fenbeast may re-roll failed Regeneration results of 1.
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Magic Resistance (2)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.
If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
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Magic Resistance (2)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.
If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
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Master of the Hunt
Amanthas may deploy within 5" of the enemy instead of the normal 10" and is at an additional -1 to hit with missile weapons when in Forests. In addition, she cannot be march blocked and can fire even if she marches.
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Master of the Hunt
Amanthas may deploy within 5" of the enemy instead of the normal 10" and is at an additional -1 to hit with missile weapons when in Forests. In addition, she cannot be march blocked and can fire even if she marches.
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Mixed Unit
A Mixed Unit most often consist of two different Troop Types, with one or more handlers that drive the rest of the unit forward. The handler(s) must be deployed in the rear rank(s) of the unit, as centrally as possible. Mixed Units cannot be joined by characters, unless specified.
If a Mixed unit is required to take a characteristic test, this is done using the characteristics of the unit itself, not the handlers. The only exception is LD tests, which are taken using the unit’s highest LD value. When the models in a unit with Mixed Unit have different M allowances, the handlers M value is ignored, unless they are the only models remaining. Any special rules that the unit might have do not apply to the Handlers unless specified. Note that if the unit has Expendable, Swiftstride or Vanguard, this also applies to the Handlers.
As long as the unit (but not the handlers) have a unit strength of 5 or more, any missile hits are resolved against the unit itself. At less than unit strength 5, the controlling player decides who is hit, but must allocate one hit on each model before they can add a second hit on a model; they must allocate two hits on each model before they can allocate a third, and so on. Hits from templates are resolved against the handlers as normal. In close combat, the handlers can only be attacked by models who are in base contact with them.
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Mixed Unit
A Mixed Unit most often consist of two different Troop Types, with one or more handlers that drive the rest of the unit forward. The handler(s) must be deployed in the rear rank(s) of the unit, as centrally as possible. Mixed Units cannot be joined by characters, unless specified.
If a Mixed unit is required to take a characteristic test, this is done using the characteristics of the unit itself, not the handlers. The only exception is LD tests, which are taken using the unit’s highest LD value. When the models in a unit with Mixed Unit have different M allowances, the handlers M value is ignored, unless they are the only models remaining. Any special rules that the unit might have do not apply to the Handlers unless specified. Note that if the unit has Expendable, Swiftstride or Vanguard, this also applies to the Handlers.
As long as the unit (but not the handlers) have a unit strength of 5 or more, any missile hits are resolved against the unit itself. At less than unit strength 5, the controlling player decides who is hit, but must allocate one hit on each model before they can add a second hit on a model; they must allocate two hits on each model before they can allocate a third, and so on. Hits from templates are resolved against the handlers as normal. In close combat, the handlers can only be attacked by models who are in base contact with them.
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Murder of Crows
Morrigan causes 2D6 S 2 Impact Hits with Magical Attacks whenever she makes a successful charge.
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Murder of Crows
Morrigan causes 2D6 S 2 Impact Hits with Magical Attacks whenever she makes a successful charge.
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Musician
"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.
"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.
Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:
A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.
A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.
A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
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Musician
"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.
"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.
Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:
A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.
A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.
A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
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Natural Armour (4+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (4+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Omen of War
All friendly units with War Fury within 8" of Morrigan gain +1 To Hit in Close Combat, and enemy units suffer -1 to their LD. However, Morrigan may never be the army's General.
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Omen of War
All friendly units with War Fury within 8" of Morrigan gain +1 To Hit in Close Combat, and enemy units suffer -1 to their LD. However, Morrigan may never be the army's General.
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Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first.
Note that a character may only join a unit deploying with Scouts if they also have the same rule.
If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
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Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first.
Note that a character may only join a unit deploying with Scouts if they also have the same rule.
If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
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Scythes
Impact Hits (+1).
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Scythes
Impact Hits (+1).
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Sessair
Models belonging to the Sessairs re-roll 1's when rolling To Wound in close combat (excluding mounts). You may not have multiple Tribal Affiliations in the same army.
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Sessair
Models belonging to the Sessairs re-roll 1's when rolling To Wound in close combat (excluding mounts). You may not have multiple Tribal Affiliations in the same army.
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Shieldbearers
Shieldbearers should be placed on a 40x20mm base and add +2 to the Unit Strength of any model mounted on them.
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Shieldbearers
Shieldbearers should be placed on a 40x20mm base and add +2 to the Unit Strength of any model mounted on them.
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Skirmishers
Skirmish Formation
Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too.
When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles.
Skirmishers and Charging
If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy.
The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way.
If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation.
Vanguard
Skirmishers have Vanguard.
Free Reform
A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value.
Feigned Flight
A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is
then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Remember that Feigned Flight does not apply to models with Fly.
Fire on the March
Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Light Troops
All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn).
Characters
A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
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Skirmishers
Skirmish Formation
Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too.
When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles.
Skirmishers and Charging
If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy.
The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way.
If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation.
Vanguard
Skirmishers have Vanguard.
Free Reform
A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value.
Feigned Flight
A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is
then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Remember that Feigned Flight does not apply to models with Fly.
Fire on the March
Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Light Troops
All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn).
Characters
A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
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Sniper
A model with Sniper can make a special Sniper shot instead of shooting normally (though it can be used in combination with the Multiple Shots rule as normal). A Sniper shot suffers an additional -1 To Hit penalty, in addition to any other modifiers, but can be aimed with great precision. Unless making a Stand and Shoot charge reaction, a model making a Sniper shot can shoot at a different target from the one chosen by their unit. A hit from a Sniper shot is not distributed in the same manner as other shooting attacks. The Sniper can shoot at any model they can see, including characters within a unit. "Look Out Sir!" cannot be used. Sniper cannot be used when firing weapons that use a template.
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Sniper
A model with Sniper can make a special Sniper shot instead of shooting normally (though it can be used in combination with the Multiple Shots rule as normal). A Sniper shot suffers an additional -1 To Hit penalty, in addition to any other modifiers, but can be aimed with great precision. Unless making a Stand and Shoot charge reaction, a model making a Sniper shot can shoot at a different target from the one chosen by their unit. A hit from a Sniper shot is not distributed in the same manner as other shooting attacks. The Sniper can shoot at any model they can see, including characters within a unit. "Look Out Sir!" cannot be used. Sniper cannot be used when firing weapons that use a template.
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Steel Head
Agum's 'Eadbutt attack has Multiple Wounds (D6).
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Steel Head
Agum's 'Eadbutt attack has Multiple Wounds (D6).
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Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are
randomised as Automatic Hits.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
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Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are
randomised as Automatic Hits.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
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Stone Thrower
Once deployed, the Stone Thrower cannot move, though it may pivot on the spot as normal.
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Stone Thrower
Once deployed, the Stone Thrower cannot move, though it may pivot on the spot as normal.
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Strider (Swamp)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (Swamp)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Stupidity
Provided that they are not engaged in close combat, a unit that contains one or more models with Stupidity must take a LD test at the start of its Movement phase. If the test is passed, the unit will act normally this turn.
If the test is failed, it moves directly forwards using Random Movement (D6) in the Compulsory Movement sub-phase. The Stupid unit cannot take any further action that turn, so cannot declare charges or make a shooting attack. However, a unit that has failed a Stupidity test can still be forced to move, or perform any other action, by a spell, or other special rule/magic item.
Until they pass the Stupidity test again, models that have failed their Stupidity test have Immunity (Psychology) and Random Movement (D6), except that they can only move directly forwards. They cannot choose to do a combat reform or choose any other charge reaction except Hold. In addition, Wizards cannot attempt to cast/dispel or channel power dice or dispel dice.
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Stupidity
Provided that they are not engaged in close combat, a unit that contains one or more models with Stupidity must take a LD test at the start of its Movement phase. If the test is passed, the unit will act normally this turn.
If the test is failed, it moves directly forwards using Random Movement (D6) in the Compulsory Movement sub-phase. The Stupid unit cannot take any further action that turn, so cannot declare charges or make a shooting attack. However, a unit that has failed a Stupidity test can still be forced to move, or perform any other action, by a spell, or other special rule/magic item.
Until they pass the Stupidity test again, models that have failed their Stupidity test have Immunity (Psychology) and Random Movement (D6), except that they can only move directly forwards. They cannot choose to do a combat reform or choose any other charge reaction except Hold. In addition, Wizards cannot attempt to cast/dispel or channel power dice or dispel dice.
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The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General.
Unlike normal standards, the battle standard is lost if the bearer is slain.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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The Battle Standard Bearer
Unless specified otherwise, the model that carries the battle standard cannot be the General.
Unlike normal standards, the battle standard is lost if the bearer is slain.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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War Cry
All friendly units within 6" of a Hero or 12" of a Lord may add D3" to their charge range.
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War Cry
All friendly units within 6" of a Hero or 12" of a Lord may add D3" to their charge range.
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War Fury
All models with this rule re-roll failed charge distances and gain Hatred on any turn that they declare a charge or pursue a fleeing enemy. This lasts for the duration of the turn. However, the models suffer an additional -1 to their LD when taking Break Tests.
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War Fury
All models with this rule re-roll failed charge distances and gain Hatred on any turn that they declare a charge or pursue a fleeing enemy. This lasts for the duration of the turn. However, the models suffer an additional -1 to their LD when taking Break Tests.
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War Hawks
Each Hunter may use his War Hawk in addition to another missile weapon during the start of the Shooting phase. Each War Hawk can be directed against any enemy unit within line of sight. The enemy unit must take a Weapon Skill test for each War Hawk targeting them; if failed, the unit takes a Strength 3 Hit.
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War Hawks
Each Hunter may use his War Hawk in addition to another missile weapon during the start of the Shooting phase. Each War Hawk can be directed against any enemy unit within line of sight. The enemy unit must take a Weapon Skill test for each War Hawk targeting them; if failed, the unit takes a Strength 3 Hit.
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Ward Save (4+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.
Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
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Ward Save (4+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.
Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
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Ward Save (5+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.
Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
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Ward Save (5+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.
Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
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Warrior Queen
All friendly units within 12” of Gwenlaen may re-roll failed Psychology tests and automatically pass Rally tests. In addition, the restriction on Tribal Affiliation is lifted – you may field units from any of the four tribes in the same army if you wish.
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Warrior Queen
All friendly units within 12” of Gwenlaen may re-roll failed Psychology tests and automatically pass Rally tests. In addition, the restriction on Tribal Affiliation is lifted – you may field units from any of the four tribes in the same army if you wish.
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Woad Paint
Any model wearing Woad Paint gets the Ward save (6+) special rule.
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Woad Paint
Any model wearing Woad Paint gets the Ward save (6+) special rule.
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