Ambushers:
- Timing: start of game (optional): hold the unit off the table
- Condition: from round two, your Start of Turn sub-phase, for each Ambushers unit in reserve
- Result: roll 1D6
- 1-3: stays in reserve; roll again at your next Start of Turn sub-phase
- 4+: enters as reinforcements in the Compulsory Moves sub-phase, on a battlefield edge its owner picks, over 8" from enemy models
- round five start: remaining reserves enter automatically
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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
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Frenzy:
- Result:
- Frenzied model, on a turn of its charge move or the turn after its follow up move: gains +1 Attacks characteristic (not for the mount of a cavalry model, the beasts of a chariot, or the rider of a monster)
- At all times, majority Frenzied: unit passes every Fear, Panic and Terror test automatically
- At all times, unit with 1+ Frenzied models that could declare a charge in its own Declare Charges & Charge Reactions sub-phase: forced to do so
- At all times, majority Frenzied: Flee is not allowed as a charge reaction, and no Restraint test can be made
- Losing Frenzy: a model whose side loses a combat round on combat result drops Frenzy immediately
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Ravenous Hunger:
- Restriction: unit in which over half the models have Ravenous Hunger
- Result: may re-roll its Charge roll (optional)
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Regeneration:
- Restriction: model with Regeneration (X+), where X+ is its Regeneration value
- Timing: immediately after a Wound is lost, ahead of removing models at 0 Wounds
- Result: a "Regeneration save" roll of 1D6 (optional): on X+ the Wound comes back, but still counts toward the combat result
- Effects altering armour values do not touch the Regeneration value, unless stated otherwise.
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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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Unbreakable:
- Restriction: Unbreakable unit
- Timing: it is defeated in a round of combat
- Result: no Break test is taken; it simply Gives Ground
- A character that is not Unbreakable cannot join an Unbreakable unit, nor the other way round.
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| Open Order: Such a unit is allowed to take up an Open Order formation. |
Armoured Hide:
- Restriction: models with Armoured Hide
- Result: Armour Value improves by the number in brackets after Armoured Hide, for the model and its rider
- No armour worn: counts as Armour Value 7+ when a rule improves Armour Value
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Lumbering:
- Restriction: Lumbering models (heavy, with slow turning wheels or draft animals)
- Result:
- the model is deemed a Close Order formation and follows its rules, even if it is a single model in your army
- once it has moved, if it neither charged, marched nor fled, it may pivot on its centre, altering its facing by ≤90°
- it may not join any unit, and no character may join it
- Related: Heavy Chariots
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