Armour Bane:
- Condition: natural 6 on a roll To Wound made by the model
- Result: the weapon's Armour Piercing characteristic improves by the (X) figure of Armour Bane when an Armour Save is rolled against that wound (e.g. AP "-" with Armour Bane (1) counts as -1)
|
| Close Order: Such a unit is able to form up in Close Order. |
Elven Reflexes:
- Restriction: the bearer of this rule (not its mount)
- Condition: first round of combat
- Result: Initiative characteristic +1, capped at 10
|
Fear:
- Restriction: models with Fear
- Result: the model causes Fear
- Any unit declaring a charge on an enemy unit that causes Fear and has higher Unit Strength: Leadership test first; failed: it does not move, no charge, counts as a failed charge; passed: charges normally
- Any unit in close combat against an enemy unit causing Fear with higher Unit Strength, at the moment its combat is picked in a Choose & Fight Combat sub-phase: Leadership test; failed: models aiming attacks at the Fear-causing enemy get -1 To Hit
- A unit takes at most 1 Fear test per turn
- Models causing Fear are immune to it
- A unit not causing Fear gains no immunity from a Fear-causing character that joins it
|
First Charge:
- Restriction: unit with First Charge
- Limits: 1× per battle, on its opening charge
- Result:
- Disrupted: the charge target, expiring when the Combat phase of the same turn finishes
- Only applies if the charging unit touches that target (checked once)
|
Hatred:
- Timing: first round of combat
- Select: failed rolls To Hit versus a hatred enemy
- Result: re-roll them (optional)
- hated foes appear in brackets next to the name; 'all enemies' covers every enemy model
|
Impact Hits:
- Restriction: charging model that moved 3"+, touching the enemy base
- Result: causes the number of Impact Hits given in brackets (often dice-determined)
- Resolving Impact Hits: applied to the charged unit when its combat is picked, at Step 1.1 of the Choose Combat & Fight sub-phase, ahead of challenges
- Automatic hits at the attacker's unmodified Strength
|
Stupidity:
- Restriction: unit with Stupidity
- Timing: every turn it takes, at the Start of Turn sub-phase
- Condition: the unit is neither fleeing nor engaged in combat
- Result: it takes a Leadership test to test for Stupidity; failure means it succumbs to Stupidity
- A unit that has succumbed:
- Cannot move unless fleeing.
- No shooting of any kind, and no spellcasting.
- Wizardly dispel attempts are impossible.
- Must "Hold" when an enemy charges it.
- Duration: until its following Start of Turn sub-phase
- Stupidity is contagious: a unit or mount lacking it gains it if a character with it joins or rides it.
|