| Close Order: Such a unit is able to form up in Close Order. |
First Charge:
- Restriction: unit with First Charge
- Limits: 1× per battle, on its opening charge
- Result:
- Disrupted: the charge target, expiring when the Combat phase of the same turn finishes
- Only applies if the charging unit touches that target (checked once)
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Impact Hits:
- Restriction: charging model that moved 3"+, touching the enemy base
- Result: causes the number of Impact Hits given in brackets (often dice-determined)
- Resolving Impact Hits: applied to the charged unit when its combat is picked, at Step 1.1 of the Choose Combat & Fight sub-phase, ahead of challenges
- Automatic hits at the attacker's unmodified Strength
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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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Magical Attacks:
- Restriction: model or weapon with Magical Attacks
- Result: its attacks and hits are 'Magical' attacks
- All spells and all hits from magic items also count
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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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Spectral Coach:
- Timing: Command sub-phase of its turn
- Result: the Black Coach may turn 'Incorporeal' (optional)
- Loses Impact Hits (D6+2)
- Gains Ethereal and Fly (10)
- Duration: to your following Start of Turn sub-phase
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Terror:
- Restriction: model with Terror
- Result: also causes Fear
- When a Terror-causing unit declares a charge, its target takes a Leadership test straight away; failing means it must Flee, passing means it chooses its charge reaction as usual. A target that cannot choose to Flee skips this test.
- When 1+ Terror-causing units are on the side that wins a combat: each unit on the losing side gets -1 to its Leadership characteristic for its Break test.
- Causing Fear gives no protection against the Fear of Terror-causing models. Models causing Terror are immune to Terror; a unit not causing it gains no immunity when a character that does joins it.
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