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)
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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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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
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Loner:
- Restriction: Loner
- Result:
- A character with Loner cannot be General; it joins only units with Loner
- Units with Loner cannot be joined by characters lacking it
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Move Through Cover:
- Timing: terrain crossing that is difficult or dangerous, and Dangerous Terrain tests
- Result:
- bearers take no Movement characteristic modifier from that terrain
- Dangerous Terrain tests: a bearer may re-roll each 1 (optional)
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Running With The Pack:
- Restriction: Hunter attached to a unit of Sabretusks
- Result:
- Hunter: gains Swiftstride
- Sabretusks: Impetuous is lost
- unit formation: may take or keep Skirmish, whatever the differing unit types
- with ≥1 Sabretooth remaining: enemy shooting cannot target the Hunter, and he may make a "Look Out, Sir!" roll
- Duration: as long as the Hunter stays with the unit
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Ogre Kingdoms Charge:
- Restriction: Ogre Kingdoms Charge
- Result: two effects
- Impact hits of an Infantry model with the rule: Strength and Armour Piercing characteristics improved by current rank bonus of its unit (for characters: whichever unit they have joined)
- Unit with the rule making a Charge move of 6" or more after a Charge or Pursuit roll containing ≥1 natural 6s: every model has Impact Hits (1), and low linear obstacles count as open ground that turn
- Models split by only a low linear obstacle count as in base contact for combat; the enemy gains no defending bonus from it versus this unit
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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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Ogre Club:
- Restriction: Ogre Club
- Result: the model's hand weapon has an Armour Piercing characteristic of -1
- Concerns one non-magical hand weapon only, never a mount
- Cancelled when the model fights with an Ogre Kingdoms Ironfist or any weapon other than that hand weapon
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Clumsy:
- Restriction: unit with this rule
- Result: joining it requires Clumsy on the joining character as well; small characters fear getting trampled
Related: Monstrous Infantry |