unit
Faction: Beastmen Brayherds
c510-e701-996f-938c
false
| Unit | Troop Type | Unit Size |
|---|---|---|
| Warped Gors | Regular Infantry | 5+ |
| Special Rule | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Armoured Hide: The hide of some creatures forms natural armour and improves their armour value ( and that of their rider). By how much armour value is improved varies from model to model, as shown in brackets after the name of this special rule. Note that a model that wears no armour is considerer to have an armour value of 7+ for the purposes of rules that improve armour value. | ||||||||||
| Blessings of Chaos: When this unit's combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, roll on the table below to determine the effect of its warped blessings: Blessings of Chaos Table
| ||||||||||
| 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. | ||||||||||
| Mark of Chaos Undivided: Models with the Mark of Chaos Undivided can re-roll any failed Fear, Panic or Terror tests. | ||||||||||
| Move Through Cover: Models with this special rule do not suffer any modifiers to their Movement characteristic for moving through difficult or dangerous terrain. In addition, a model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests. | ||||||||||
| Open Order: A unit consisting of models with this special rule may adopt an Open Order formation. | ||||||||||
| 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. | ||||||||||
| Random Attacks: Models with this special rule do not have a normal Attacks characteristic. Instead, a dice roll is given (D3+1, for example). Each time a model with this special rule attacks in combat, roll the dice to determine the number of attacks it will make, then roll To Hit as normal. If a fighting rank contains more than one model with this special rule, roll separately for each, unless specified otherwise. | ||||||||||
| Stubborn: The first time this unit is required to make a Break test it may choose not to and will automatically Fall Back in Good Order instead, even if the Unit Strength of the winning side is more than twice that of the losing side. A unit that is not Stubborn does not become Stubborn when joined by a character that is. A Stubborn character cannot use this special rule whilst part of a unit that is not Stubborn. | ||||||||||
| 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 or, if it is Impetuous, when testing to see if it must declare a charge or may act as normal. 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. | ||||||||||
| Furious Charge: During a turn in which it made a charge move of 3" or more, a model with this special rule gains a +1 modifier to its Attacks characteristic. |
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