| 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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Motley Crew:
- Restriction: Motley Crew units
- Result: may field one model type with varied gear, and/or several model types fighting as one unit; the army list entry may explain the make-up
- Different Weapons: a fighting rank may hold varied weapons; roll a separate batch of dice for each differing model, tell the opponent which model it represents and the target; attacks follow each model's own Initiative
- Different Armour: in combat, the armour value shared by most of the fighting rank counts; versus shooting, the armour value shared by most of the unit
- Casualty Removal: versus shooting, spread casualties as evenly as possible across the differing models of the unit (by type or by gear); in combat, take them from the models forming the majority of the fighting rank; owner fills gaps with models from rear ranks
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Stubborn:
- Limits: only at this unit's first Break test of the battle; if not used then, it is lost
- Timing: this unit would make a Break test
- Result: skips it for an automatic Fall Back in Good Order (optional), even versus a winner with over double Unit Strength
- Stubborn does not spread to non-Stubborn units from a joining character
- Stubborn characters lose it inside non-Stubborn units
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Immune To Psychology:
- Restriction: unit with a majority of Immune to Psychology models
- Result:
- Passes Fear, Panic and Terror tests automatically
- Cannot choose Flee as a charge reaction
- Leadership tests not named here are unaffected
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Poisoned Attacks:
- Restriction: model with Poisoned Attacks
- Condition: natural 6 on a roll To Hit; does not work if a hit roll of 7+ is needed or the attack hits automatically
- Result: +2 on the roll To Wound for that hit (optional)
- Valid in shooting and combat unless stated otherwise
- Excluded: the model's own spells, attacks from magic weapons
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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 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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Veteran:
- Condition: bearers form a majority of the unit
- Result: unit may re-roll failed Leadership tests (optional)
- Break tests are excluded
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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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Scouts:
- Timing: deployment, once the rest of both armies is down (optional)
- Select: any spot over 12" from every enemy model
- Result: if placed this way, no charge declarations by these Scouts in their first turn
- both sides with Scouts: roll-off winner places first; then alternate, a unit at a time
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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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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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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 |