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. |
Poisoned Attacks:
- Restriction: model with Poisoned Attacks
- Condition: natural 6 on a roll To Hit; does not work if a hit roll of 7+ is needed or the attack hits automatically
- Result: +2 on the roll To Wound for that hit (optional)
- Valid in shooting and combat unless stated otherwise
- Excluded: the model's own spells, attacks from magic weapons
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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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Reserve Move:
- Restriction: a unit where most models have Reserve Move
- Timing: closing moments of the Shooting phase in its own turn, once all shooting resolves
- Condition: it did not charge, march or flee earlier in the Movement phase
- Result: a Reserve move (optional)
- Handled as Basic Movement; manoeuvres work as usual, but no march.
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| Skirmishers: Such a unit is allowed to take up a Skirmish formation. |
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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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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Press of Battle:
- Restriction: Unit with this rule, arrayed in combat order
- Condition: It did not charge this turn
- Result: Its fighting rank counts as 2 ranks deep
- Models directly behind, in base contact with a model of the actual fighting rank, also count as in the fighting rank
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Massed Infantry:
- Restriction: Side fielding at least one unit with this rule
- Condition: When combat results are tallied, that side's Unit Strength is the greater
- Result: It may claim +1 combat result point
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Parry:
- Restriction: Model with this rule, carrying a hand weapon plus shield
- Condition: In close combat, and opting to use that weapon and shield combination
- Result: armour value +1, capped at 3+
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