| Bestial Fury: Flank and rear bonus combat result points are never awarded to an enemy unit for engaging this model in its flank or rear arc; every other bonus still counts. |
| Close Order: Such a unit is able to form up in Close Order. |
Counter Charge:
- Restriction: a unit consisting only of models with Counter Charge
- Timing: an enemy unit of troop type 'cavalry', 'chariot' or 'monster' charges it into the front arc
- Condition: it is neither fleeing nor already engaged in combat
- Result: may declare the 'Counter Charge' charge reaction (optional)
- Distance between units < Movement characteristic of the charger: too late, so it must Hold or Flee
- Otherwise: pivot about its centre to face the charger's centre, then advance D3+1" straight at it; both units count as having charged this turn
- 1× per turn however many chargers; after all charges are declared, the inactive player picks the charger to answer and Holds against the others
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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. |
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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Swiftstride:
- Restriction: every model of the unit has Swiftstride
- Result:
- Charge range ceiling: 3" higher.
- Prior to a Charge, Flee or Pursuit roll, the unit may add +D6 to that roll (optional).
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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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Lumbering:
- Restriction: Lumbering models (heavy, with slow turning wheels or draft animals)
- Result:
- the model is deemed a Close Order formation and follows its rules, even if it is a single model in your army
- once it has moved, if it neither charged, marched nor fled, it may pivot on its centre, altering its facing by ≤90°
- it may not join any unit, and no character may join it
- Related: Heavy Chariots
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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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