Indomitable (X):
- Limits: no stacking; with several models in a unit, the unit uses the best value (e.g. a character with Indomitable (2) joining Indomitable (1) gives the whole unit 2)
- Result: wounds from Unstable drop by X
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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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Necromantic Undead:
- Restriction: a character with it cannot join units without it, and vice versa
- Result:
- Models count as ‘Undead’
- No march, unless using Fly (X) to move
- They also gain Fear, Immune to Psychology, Unbreakable and Unstable
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| Open Order: Such a unit is allowed to take up an Open Order formation. |
Regeneration:
- Restriction: model with Regeneration (X+), where X+ is its Regeneration value
- Timing: immediately after a Wound is lost, ahead of removing models at 0 Wounds
- Result: a "Regeneration save" roll of 1D6 (optional): on X+ the Wound comes back, but still counts toward the combat result
- Effects altering armour values do not touch the Regeneration value, unless stated otherwise.
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Stomp Attacks:
- Restriction: a model with Stomp Attacks (X); X is often a dice roll
- Condition: the attacker touches the enemy in base contact
- Result: Resolving Stomp Attacks: carried out after every other attack in combat, Initiative 1 ones included
- They hit automatically.
- They use the attacker's unmodified Strength.
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Dark Vitality:
- Restriction: any model with this rule
- Result:
- Every model with this rule ignores the death of the army's Master of the Dead
- They and their mounts may march normally, unless joined to a unit without this rule
- A Vampire Count or Vampire Thrall Wizard with this rule suffers no penalty for armour or for a shield; IE: Cast and Dispel as Normal
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The Hunger:
- Restriction: units bearing this special rule
- Timing: end of any Combat phase where 1+ unsaved wounds were caused by such a unit
- Select: 1D6 per unsaved wound
- Result:
- Each 5+ restores 1 lost Wound to the models, per Resurrecting the Fallen
- Behemoth troop type: cap of 1 Wound restored per phase this way
- Pursue or Overrun: Leadership test is due before moving; failing it, the unit Pursues or Overruns anyway but the distance is 1D6 in place of 2D6
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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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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 |