Unit | Troop Type | Unit Size |
---|---|---|
Minotaur Herds | Monstrous Infantry | 2+ |
Special Rule |
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Impact Hits:
The number of Impact Hits caused varies from model to model, and will be shown in brackets after the name of this special rile. Often, this is determined by the roll of a dice. Resolving Impact Hits: Impact Hits can only be made by a charging model that moved 3" or more and that is in base contact with the enemy. Impact hits are attacks made in combat that always strike at Initiative 10 (regardless of modifiers), and that hit automatically using the unmodified Strength characteristic of the model. |
Blood Greed:
Whilst Frenzied, this model has a +2 modifier to its Attacks characteristic (rather than the usual +1). However, such is this model’s desperate need to feed upon flesh that it rolls only a single D6 when making a Pursuit roll (rather than the usual 2D6). |
Blood Rage:
If, when testing to see if it becomes subject to Primal Fury (see page 116), this unit passes its Leadership test with any roll of a natural double, it will also become Frenzied. A unit with this special rule may become Frenzied in this way even if it has lost Frenzy earlier in the game. |
Bull-gors:
Impact Hits caused by a model with this special rule have an Armour Piercing characteristic of -1. |
Fear:
Models with this special rule cause Fear: • If a unit wishes to declare a charge against an enemy unit that both causes Fear and has a higher Unit Strength, it must first make a Leadership test. If this test is failed, the unit cannot charge. It does not move and is considered to have made a failed charge. If this test is passed, the unit can charge as normal. • If a unit is engaged with an enemy unit that both causes Fear and has a higher Unit Strength when its combat is chosen during any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is failed, any models in the unit that direct their attacks against the Fear-causing enemy suffer a -1 modifier to their rolls To Hit. A unit only needs to make one Fear test per turn. Models that cause Fear are immune to Fear. A unit that does not cause Fear does not become immune to Fear when joined by a character that does. |
Foe render:
Whilst subject to Primal Fury, a hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -2. Note that this special rule only applies to a single, non-magical hand weapon and does not apply to a model’s mount (should it have one). If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply. |
Warband:
Unless it is fleeing, a Warband gains a positive (+) modifier to its Leadership characteristic equal to its current Rank Bonus, up to a maximum of Leadership 10. However, a Warband cannot use this modifier to its Leadership should it ever choose to make a Restraint test. In addition, if the majority of the models in a unit have this special rule, it may re-roll its Charge roll. Note that unless a character also has this special rule, their Leadership cannot be modified by this special rule. A Warband can use either its own modified Leadership, the modified Leadership of a Warband character, or the unmodified Leadership of a non-Warband character, whichever is the higher. |
Mark of Chaos Undivided:
Models with the Mark of Chaos Undivided can re-roll any failed Fear, Panic or Terror tests. |
Primal Fury:
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is passed, the unit becomes subject to ‘Primal Fury’ until the end of this Combat phase. A unit subject to Primal Fury may re-roll any rolls To Hit of a natural 1. |
Slaughterer´s Call:
Whilist this model is Frenzied, any unit it has joined will also become Frenzied. |
Motley Crew:
Units with this special rule may include models of the same type that are equipped differently to one another, and/or models of different types that fight together in a single unit. If necessary, the army list entry for such units will be accompanied by a brief explanation of the unit’s composition. Different Weapons: The fighting rank of a Motley Crew may contain models that are armed with different weapons. In such cases, the controlling player must roll different batches of dice for the different models, making it clear to their opponent which model’s attacks they represent and where they are being directed. These attacks are made in the Initiative order of the individual models, as usual. Different Armour: Models within a Motley Crew may have different armour values. In combat, use the armour value of the majority of the models in the fighting rank. Against enemy shooting, use the armour value of the majority of the models in the unit. Casualty Removal: Against enemy shooting, casualty removal should be divided as equally as possible between the different models within the unit. In combat, casualties should be removed from among the majority of the models that make up the fighting rank. In either case, available models are brought forward from rear ranks to fill any gaps, as chosen by the controlling player. |
Close Order:
A unit consisting of models with this special rule may adopt a Close Order formation. |