Brotherhood of Grimnir

(Unit)
Type:

unit

Category:

Special

Categories:

Faction: Dwarfen Mountain Holds, Units (not including units whose troop type is 'swarms', 'war beasts' or 'war machines'), Special

LinkId:

c14a-a6e4-eb4d-a924

Hidden:

false

Constraints:

max(force): 1
Options (2)
Special Rules:

Profiles:

Unit Troop TypeUnit Size
Brotherhood of Grimnir

Regular infantry

5-30

Special Rule
Close Order:

A unit consisting of models with this special rule may adopt a Close Order formation.

Deathblow:

When a model with this special rule is reduced to zero Wounds by an enemy attack during the Combat phase, the unit that made the attack suffers a Strength 3 hit, with an AP of -1.

Note that if this model is reduced to zero Wounds whilst engaged in a challenge, it is the model that made the attack that suffers this hit, rather than its unit.

Gromril Weapons:

A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1.

Note that this special rule only applies to a single, ordinary hand weapon. If the model is using two hand weapons or any other sort of weapon, or if their hand weapon is inscribed with any Weapon runes, this special rule ceases to apply.

Hatred:

A model with this special rule may re-roll any failed rolls To Hit made against a hatred enemy during the first round of combat.

Which enemies are hated varies from model to model and will be shown in brackets after the name of this special rule. Some models hate 'all enemies' meaning they hate all enemy models equally.

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.

Loner:

A character with this special rule cannot be your General and cannot join a unit without this special rule. A unit with this special rule cannot be joined by a character without this special rule.

Magic Resistance:

The Casting roll of any enemy spell (including Bound Spells) that targets a unit that includes one or more models with this special rule suffers a modifier, as shown in brackets after the name of this special rule (-X).

Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest modifier.

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.

Resolute:

Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).

Slayer:

When this model makes a roll To Wound, a roll of 4+ is always a success, regardless of the target’s Toughness.

Unbreakable:

If a unit with this special rule loses a round of combat, it is not required to make a Break test. Instead, it will automatically Give Ground as it is pushed back by the enemy. Characters that are not Unbreakable cannot join units that are, and vice versa.

"Look Snorri, Trolls!":

After deployment, but before deploying Scouts or making any Vanguard moves, all units of Slayers and Brotherhood of Grimnir within a Slayer Host Army of Infamy may make a “Look Snorri, Trolls!” move. A unit making a “Look Snorri, Trolls!” move moves D3"+1 as described in the Basic Movement rules. It may manoeuvre normally but cannot march. Roll separately for each eligible unit.

Modifiers:

increment max pts(self) 1
repeat for every 4 limit::points of any in roster (recursive)
increment max pts(self) 1
and
force is not 1. Open War
force is not 2. Combined Arms
force is not 3. Grand Melee
force is not 5. Battle March
repeat for every 4 pts of any in force (recursive)
increment max pts(self) 1
ancestor is 5. Battle March
repeat for every 3.3333333333333335 limit::points of any in roster (recursive)
increment max pts(self) 1
ancestor is 5. Battle March
and
force is not 1. Open War
force is not 2. Combined Arms
force is not 3. Grand Melee
force is not 5. Battle March
repeat for every 3.3333333333333335 pts of any in force (recursive)
set max Unit Strength(self) 20
ancestor is 5. Battle March
set max pts(self) 0
set max pts(self) 0
ancestor is 5. Battle March
Used By (1)

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