Armour Bane:
- Condition: natural 6 on a roll To Wound made by the model
- Result: the weapon's Armour Piercing characteristic improves by the (X) figure of Armour Bane when an Armour Save is rolled against that wound (e.g. AP "-" with Armour Bane (1) counts as -1)
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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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| Flammable: A model with Flammable loses access to Regeneration saves whenever the wound stems from a Flaming attack. |
Fly:
- Condition: not following up or pursuing
- Result: the model may fly (optional), using the 'Fly Movement' characteristic given in brackets (X)
- Moves like a ground model (charging, marching, manoeuvring), but sweep above anything on the table (models, units, scenery) at no penalty
- May march ≤8" from an enemy unit with no Leadership test
- May finish in terrain and suffers its effects; may not finish on top of an impassable feature or of a unit, nor ≤1" from an enemy unit
- A flying model starts and finishes all its movement on the ground
- A character with Fly cannot join a unit lacking it, nor the reverse
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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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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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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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| Skirmishers: Such a unit is allowed to take up a Skirmish formation. |
Impetuous:
- Timing: Declare Charges & Charge Reactions sub-phase of its turn
- Condition: the unit has 1+ Impetuous models and could declare a charge
- Result: the unit takes a Leadership test
- Failed: it must declare a charge
- Passed: it acts normally
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Dispersed Formation:
- Result: a Skirmish formation needs each model ≤3" from a unit-mate (not 1")
- Result: unlike other Skirmishers, vision arc is 90° (its front arc), not 360°
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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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Furious Charge:
- Condition: made a charge move of 3"+ this turn
- Result: +1 Attacks characteristic
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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 |