Magical Effects

(Rule)
Description:

Magical Move

Some spells or abilities enable a unit to perform a Magical Move. The move is performed as if in step 3 of the Movement Phase Sequence (Moving Units), which means that it follows the same rules and restrictions as if this was a new Moving Units sub-phase (e.g. Fleeing units, Shaken units, units with Random Movement, or units Engaged in Combat cannot move). Actions that a unit could normally do in the Moving Units sub-phase can be made (such as Wheeling, Reforming, joining units, leaving units, and so on).

A Magical Move always has a limited movement range (e.g. the target may perform a 12" Magical Move): the target's Advance Rate and March Rate are always equal to this value for the duration of the move. A unit can only perform a single Magical Move per Magic Phase.

Recover Health Points

Some spells or abilities can Recover Health Points lost earlier in the battle. The amount of Health Points Recovered is noted in the ability (Recover X Health Points). Recovering Health Points can never bring back models that have been removed as casualties, and cannot increase a model's Health Points above its starting value.

A Character inside a Combined Unit never Recovers Health Points from abilities that allow a unit to Recover Health Points. A Character can only Recover Health Points when it is the only target of an ability or spell.

Any excess Recovered Health Points are lost.

Raise Health Points

Raise Health Points uses the rules for Recover Health Points with the exception that Raise Health Points can bring back models that have been removed as casualties. Bringing back models is subject to the following rules and restrictions:


• First, Recover all lost Health Points on models in the unit (except for Characters), then bring back models in the following order: first Champions, then other R&F models (including Musicians and Standard Bearers). Each Raised model must be Recovered to its full amount of Health Points before another model can be Raised. This cannot Raise a unit's number of models above its starting number. Any excess Raised Health Points are lost.

• Raised models without Front Rank must be placed in the rear rank if incomplete, or in a new rear rank if the current rear rank is complete. In units with one rank (including single model units), a Raised model can either be placed in the first rank or you can declare the first rank complete and create a new rank. Any models that cannot be placed in legal positions are lost.

• Any used One use only effects or destroyed equipment (Special Items or mundane equipment) are not regained.

• Raised models are subject to the same ongoing effects as their unit, and count as Charging if their unit Charged.

• A Raised model with Front Rank must be placed as far forwards as possible in its unit displacing a R&F model. The displaced R&F model is then placed following the rules for Raised models without Front Rank. If the displaced model could not be placed in a legal position, the model with Front Rank cannot be Raised.

Summoned Units

Summoned units are units created during the game. All models in a newly Summoned unit must be deployed within the range of the ability. If the unit is summoned as a result of a Ground type spell, at least one of the Summoned models must be placed on the targeted point, and all models must be within the spell's range. Summoned models must be placed at least 1" away from other units and from Impassable Terrain. If the whole unit cannot be deployed, then no models can be deployed. Once Summoned, the newly created unit operates as a normal unit on the Caster's side. Summoned units do not award Victory Points to the opponent when they are destroyed.