Unit | Troop Type | Unit Size |
---|---|---|
Stone Troll Mobs | Monstrous Infantry | 1-9 |
Special Rule |
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Armour Bane:
If a model with this special rule rolls a natural 6 when making a roll To Wound, the Armour Piercing characteristic of its weapon is improved by the amount shown in brackets after the name of this special rule. For example, if a natural 6 is rolled when rolling To Wound with a weapon that has an AP of "-" and the Armour Bane (1) special rule its AP counts as being -1 when making an Armour Save roll against that wound. |
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. |
Close Order:
A unit consisting of models with this special rule may adopt a Close Order formation. |
Stupidity:
Unless it is engaged in combat, a unit with this special rule must make a ‘Stupidity’ test during the Start of Turn sub-phase of its turn. To make a Stupidity test, test against the unit’s Leadership characteristic. If this test is failed, the unit becomes Stupid. A Stupid unit: • Moves during the Compulsory Moves sub-phase. • Must move straight ahead, without performing any manoeuvres. • Cannot march or declare a charge. A unit or mount that does not have this special rule becomes subject to it when joined or ridden by a character that does (Stupidity is contagious). |
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. |
Flammable:
A model with this special rule cannot make a Regeneration save against a wound caused by a Flaming attack. |
Armoured Hide:
The hide of some creatures forms natural armour and improves their armour value ( and that of their rider). By how much armour value is improved varies from model to model, as shown in brackets after the name of this special rule. Note that a model that wears no armour is considerer to have an armour value of 7+ for the purposes of rules that improve armour value. |
Magic Resistance:
The Casting roll of any enemy spell (including Bound Spells) that targets a unit that includes one or more models with this special rule suffers a modifier, as shown in brackets after the name of this special rule (-X). Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest modifier. |