Daemonic:
- Restriction: models carrying this rule are 'Daemonic'
- Result:
- unit joining: a character and a unit must either both carry this rule or both lack it
- universal special rules granted to each Daemonic model: Daemonic Instability, Fear, Daemonic Psychology, Magical Attacks, Unbreakable, Warp-spawned
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Fly:
- Condition: not following up or pursuing
- Result: the model may fly (optional), using the 'Fly Movement' characteristic given in brackets (X)
- Moves like a ground model (charging, marching, manoeuvring), but sweep above anything on the table (models, units, scenery) at no penalty
- May march ≤8" from an enemy unit with no Leadership test
- May finish in terrain and suffers its effects; may not finish on top of an impassable feature or of a unit, nor ≤1" from an enemy unit
- A flying model starts and finishes all its movement on the ground
- A character with Fly cannot join a unit lacking it, nor the reverse
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| Skirmishers: Such a unit is allowed to take up a Skirmish formation. |
Swiftstride:
- Restriction: every model of the unit has Swiftstride
- Result:
- Charge range ceiling: 3" higher.
- Prior to a Charge, Flee or Pursuit roll, the unit may add +D6 to that roll (optional).
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Vanguard:
- Timing: once deployment is finished
- Result: each unit with Vanguard makes a Vanguard move (optional)
- Moves per Basic Movement rules; may manoeuvre, may not march
- Both armies have Vanguard units: roll-off, winner moves first, then sides alternate 1 unit at a time
- A unit that made a Vanguard move may not declare a charge in its first turn
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Press of Battle:
- Restriction: Unit with this rule, arrayed in combat order
- Condition: It did not charge this turn
- Result: Its fighting rank counts as 2 ranks deep
- Models directly behind, in base contact with a model of the actual fighting rank, also count as in the fighting rank
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Massed Infantry:
- Restriction: Side fielding at least one unit with this rule
- Condition: When combat results are tallied, that side's Unit Strength is the greater
- Result: It may claim +1 combat result point
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Parry:
- Restriction: Model with this rule, carrying a hand weapon plus shield
- Condition: In close combat, and opting to use that weapon and shield combination
- Result: armour value +1, capped at 3+
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