• If Samus Unbound has been placed in Reserves and has not yet arrived on the battlefield, Reserves rolls made by an opposing player to bring units into play from Reserve are modified by -1. This modifier does not stack with any other negative modifiers to Reserves rolls – use the highest single modifier instead. • Any model within 18" of Samus Unbound must reduce its Leadership by -2 when making Psychic checks. This modifier is cumulative with other effects that reduce Leadership for the purposes of making Psychic checks. • While locked in combat, Samus Unbound increases the value of its Fear (1) special rule to Fear (2).
A model with this special rule gains an Invulnerable Save equal to the value listed in brackets. This Invulnerable Save cannot be taken against attacks made with weapons with the Force special rule.
Bulky models count as a number of models equal to the value X in brackets after the rule’s name for the purposes of Transport Capacity and whether a given unit outnumbers another in combat. For example, a unit comprised of five models all of which have the Bulky (3) special rule, would count as 15 models when attempting to Embark on a Transport Vehicle or when deciding if they outnumber an enemy unit.
A unit composed entirely of models with this special rule gains a bonus to all Run moves, any distance moved as part of a Reaction and as a modifier to all rolls made to determine Charge Distances equal to the value in brackets listed after the special rule. For example, a unit composed entirely of models with the Fleet (2) special rule would add +2 to all Run moves it makes, +2 to all distances moved as part of a Reaction and add a +2 modifier to any Charge Moves made. If a unit is composed entirely of models with this special rule, but the models have different versions of this special rule, then the unit must use the lowest Fleet value included in the unit (for example, a unit of ten models in which nine models have Fleet (2) and one model has Fleet (4) would use the Fleet (2) special rule).
At the end of each of your turns, roll a D6 for each of your models with this special rule that has less than its starting number of Wounds or Hull Points, but that has not been removed as a casualty or destroyed. On a roll equal to or greater than the number in brackets associated with the special rule, that model regains a Wound, or Hull Point, lost earlier in the game. For example, a model with It Will Not Die (5+) would regain a lost Wound on the roll of a 5 or more.
A unit that contains only models with this special rule suffers no penalty for moving or charging through Difficult Terrain.
In a turn in which a model with this special rule Charges into combat, it gains a number of Attacks equal to the value of X for Charging, rather than +1. A model that has made a Disordered Charge that turn receives no benefit from Rage (see page 182).
A model with this special rule may only be included in an army that has the Traitor Allegiance.
When a model with this special rule suffers an unsaved Wound with the Instant Death special rule, it is not immediately removed as a casualty, but instead loses D3 Wounds instead of one for each unsaved Wound with the Instant Death special rule inflicted on it.
If a model with this special rule suffers an unsaved Wound from an attack that inflicts Instant Death, it only reduces its Wounds by 1, instead of automatically reducing its Wounds to 0.
Some Daemons, such as Ka’bandha or Samus, have multiple profiles, presenting the different manners in which they manifest. A model with this rule cannot be included in the same army as its Bound version – an army that includes Samus Unbound cannot also include Samus Bound.