Unit | Troop Type | Unit Size |
---|---|---|
Dragon Ogres | Monstrous cavalry | 1-9 |
Special Rule |
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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. |
Armour Bane:
If a model with this special rule rolls a natural 6 when making a roll To Wound, the Armour Piercing characteristic of its weapon is improved by the amount shown in brackets after the name of this special rule. For example, if a natural 6 is rolled when rolling To Wound with a weapon that has an AP of "-" and the Armour Bane (1) special rule its AP counts as being -1 when making an Armour Save roll against that wound. |
Ensorcelled Weapons:
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and 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. |
Close Order:
A unit consisting of models with this special rule may adopt a Close Order formation. |
Immune To Psychology:
If the majority of the models in a unit are Immune to Psychology, the unit automatically passes any Fear, Panic or Terror tests it is required to make. However, if the majority of the models in a unit have this special rule, the unit cannot choose to Flee as a charge reaction. Note that this special rule does not make a unit immune to any test made against Leadership not stated here. |
The Quickening Storm:
A model with this special rule has a 5+ Ward save against any wounds suffered that were caused by a Magic Missile or a Magical Vortex spell. In addition, if a model with this special rule, or the unit it belongs to, suffers one or more hits from Storm Call (see page 104), it becomes ‘Quickened’. A Quickened model has a +1 modifier to both its Initiative and Attacks characteristics. This Quickening lasts until your next Start of Turn sub-phase. |
Stomp Attacks:
The number of Stomp Attacks caused varies from model to model and will be shown in brackets after the name of this special rule. Often, this is determined by the roll of a dice. Resolving Stomp Attacks: Stomp Attacks can only be made by a model that is in base contact with the enemy. Stomp Attacks are attacks made in combat that always strike at Initiative 1 (regardless of modifiers) and that hit automatically using the unmodified Strength characteristic of the model. |