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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| Close Order: Such a unit is able to form up in Close Order. |
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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Mournfang Charge:
- Restriction: bearer of this special rule
- Result:
- always: its Impact Hits gain Armour Bane (1) and Armour Piercing characteristic -1
- if the unit's Charge roll contains ≥1 natural 6 and its Charge move covers ≥6": every model in the unit gains Impact Hits (1), and low linear obstacles count as open ground for them; so models only parted by such an obstacle are in base contact for combat, and the enemy gets no defensive benefit from the obstacle against this unit
- Duration: the turn of that charge (conditional effects)
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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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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 |