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
|
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
|
| Skirmishers: Such a unit is allowed to take up a Skirmish formation. |
Unbreakable:
- Restriction: Unbreakable unit
- Timing: it is defeated in a round of combat
- Result: no Break test is taken; it simply Gives Ground
- A character that is not Unbreakable cannot join an Unbreakable unit, nor the other way round.
|
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
|
Insignificant:
- Restriction: Swarms
- Result:
- a line of sight may be traced over a swarm as if nothing stood there
- when checking whether an enemy character may be targeted, swarms are ignored
|
No One Cares:
- Restriction: Swarms
- Result: whatever happens to a swarm, it causes no Panic among friendly units
|
Undisciplined:
- Restriction: unit with this rule
- Result: the army's General cannot lend it Inspiring Presence, and a Battle Standard cannot lend it "Hold your Ground"
- Related: Swarms
|