Unit | Troop Type | Unit Size |
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Gorgers | Monstrous creature | 1 |
Special Rule |
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Ambushers: A unit with this special rule may be held in reserve rather than be deployed at the start of the game. From the beginning of round two onwards, roll a D6 during each of your Start of Turn sub-phases for each unit of Ambushers in your army that is held in reserve. On a roll of 1-3, the unit is delayed until your next turn at least. On a roll of 4+, the unit arrives, entering the battle as reinforcements during the Compulsory Moves sub-phase. The unit may be placed on any edge of the battlefield, chosen by its controlling player, but cannot be placed within 8" of an enemy model. If any Ambushers are still held in reserve by the start of round five, they arrive automatically. |
Close Order: A unit consisting of models with this special rule may adopt a Close Order formation, as described on page 100. |
Fear: Models with this special rule cause Fear: • If a unit wishes to declare a charge against an enemy unit that both causes Fear and has a higher Unit Strength, it must first make a Leadership test. If this test is failed, the unit cannot charge. It does not move and is considered to have made a failed charge. If this test is passed, the unit can charge as normal. • If a unit is engaged with an enemy unit that both causes Fear and has a higher Unit Strength when its combat is chosen during any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is failed, any models in the unit that direct their attacks against the Fear-causing enemy suffer a -1 modifier to their rolls To Hit. A unit only needs to make one Fear test per turn. Models that cause Fear are immune to Fear. A unit that does not cause Fear does not become immune to Fear when joined by a character that does. |
Frenzy: A Frenzied model has a +1 modifier to its Attacks characteristic. This modifier does not apply to the model’s mount (in the case of a cavalry model), to the beasts that draw it (in the case of a chariot), or to its rider (in the case of a monster). In addition: • If the majority of the models in a unit are Frenzied, the unit automatically passes any Fear, Panic or Terror tests it is required to make. • If a unit that includes one or more Frenzied models is able to declare a charge during the Declare Charges & Charge Reactions sub-phase of its turn, it must do so. • If the majority of the models in a unit are Frenzied, it cannot choose to Flee as a charge reaction, nor can it ever choose to make a Restraint test. Losing Frenzy: Unlike other special rules, Frenzy can be lost during a game. Any model that loses a round of combat will immediately lose this special rule. |
Ravenous Hunger: When a Gorger declares a charge, it may re-roll its Charge roll. |
Regeneration: A model with this special rule can make a 'Regeneration' save. The armour value of a Regeneration save is shown in brackets after the name of this special rule (X+). A Regeneration save can never be modified by the AP characteristic of a weapon and can be made in addition to an armour save and Ward save. However, any wounds saved by a Regeneration save are still counted for the purposes of calculating combat result. Note that models with this special rule are often vulnerable to the Flaming Attacks or Magical Attacks special rules. |
Swiftstride: A unit with this special rule increases its maximum possible charge range by 3" and, when it makes a Charge, Flee or Pursuit roll, may apply a +D6 modifier to the result. |
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. |