Unit | Troop Type | Unit Size |
---|---|---|
Skeleton Horse Archers | Light cavalry | 5+ |
Special Rule |
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Arrows of Asaph:
Units with this special rule never apply any modifiers to their rolls To Hit when shooting, regardless of the source of the modifier. |
Open Order:
A unit consisting of models with this special rule may adopt an Open Order formation. |
Nehekharan Undead:
Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules: • Fear • Immune to Psychology • Unbreakable • Unstable A character with this special rule cannot join a unit without this special rule, and vice versa. |
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 which consists entirely of models 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. |
Skirmishers:
A unit consisting of models with this special rule may adopt a Skirmish formation. |
Scouts:
Units with this special rule may be deployed after all other units from both armies. They can be deployed anywhere on the battlefield that is more than 12" away from an enemy model. If deployed in this way, Scouts cannot declare a charge during their first turn. If both armies contain Scouts, a roll-off should determine which player deploys Scouts first. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off. |
Reserve Move:
Unless it charged, marched or fled during the Movement phase, a unit in which the majority of the models have this special rule may make a Reserve move at the end of the Shooting phase of its turn, after all shooting has been resolved. A unit making a Reserve move moves as described in the Basic Movement rules. It may manoeuvre normally, but cannot march. |