unit
Core
Faction: Vampire Counts, Core, Units (not including units whose troop type is 'swarms', 'war beasts' or 'war machines'), 0-1 Grave Guard or Black Knights as a core choice
8cff-f4be-796-2234
true
| Unit | Troop Type | Unit Size |
|---|---|---|
| Black Knights | Heavy cavalry | 5+ |
| Special Rule |
|---|
| Cleaving Blow: If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Cleaving Blow’. Enemy models whose troop type is ‘regular infantry’, ‘heavy infantry’, ‘light cavalry’, ‘heavy cavalry’ or ‘war beasts’ are not permitted an armour or Regeneration save against a Cleaving Blow (Ward saves can be attempted as normal). Note that if an attack wounds automatically, this special rule cannot be used. |
| Close Order: A unit consisting of models with this special rule may adopt a Close Order formation. |
| First Charge: If this unit’s first charge of the game is successful (i.e., if the unit makes contact with the charge target), the charge target becomes Disrupted until the end of the Combat phase of that turn. |
| Necromantic Undead: Models with this special rule are ‘Undead’. Undead models cannot march (unless they have the Fly (X) special rule and choose to move by flying). In addition, all Undead models have the following universal special rules:
|
| Regeneration: Immediately after a Wound is lost, but before models with zero Wounds remaining are removed from play, a model with this special rule may make a "Regeneration save" roll by rolling a D6 and comparing the result to its "Regeneration value", shown in brackets after the name of this special rule (shown here as "X+"). If the Regeneration save roll equals or exceeds the model’s Regeneration value, the lost Wound is recovered, but is still counted for the purposes of calculating the combat result. Rules that affect armour values do not affect Regeneration values unless stated otherwise. |
| Swiftstride: A unit which consists entirely of models with this special rule increases its maximum possible charge range by 3" and, before making a Charge, Flee or Pursuit roll, may choose to apply a +D6 modifier to the result. |
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