Unit | Troop Type | Unit Size |
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Daemon Prince | Monstrous Infantry | 1 |
Armour |
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Chaos Armour:
A model with this special rule has a Ward save against any wound suffered. The armour value of this Ward save is shown in brackets after the name of this special rule (X+). In addition, a Wizard with this special rile may wear armour without penalty. |
Special Rule |
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Ensorcelled Weapons:
A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1. Note that this special rule may only apply to a single, non-magical hand weapon and does not apply to a model's mount (should it have one). If the model is using two hand weapon or any other sort of weapon, this rule cease to apply. |
Gaze of the Gods:
During the Command sub-phase of their turn, a character with this special rule may choose to roll on the Gaze of the Gods table:
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Fear:
Models with this special rule cause Fear: • If a unit wishes to declare a charge against an enemy unit that both causes Fear and has a higher Unit Strength, it must first make a Leadership test. If this test is failed, the unit cannot charge. It does not move and is considered to have made a failed charge. If this test is passed, the unit can charge as normal. • If a unit is engaged with an enemy unit that both causes Fear and has a higher Unit Strength when its combat is chosen during any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is failed, any models in the unit that direct their attacks against the Fear-causing enemy suffer a -1 modifier to their rolls To Hit. A unit only needs to make one Fear test per turn. Models that cause Fear are immune to Fear. A unit that does not cause Fear does not become immune to Fear when joined by a character that does. |
Immune To Psychology:
If the majority of the models in a unit are Immune to Psychology, the unit automatically passes any Fear, Panic or Terror tests it is required to make. However, if the majority of the models in a unit have this special rule, the unit cannot choose to Flee as a charge reaction. Note that this special rule does not make a unit immune to any test made against Leadership not stated here. |
Regeneration:
A model with this special rule can make a 'Regeneration' save. The armour value of a Regeneration save is shown in brackets after the name of this special rule (X+). A Regeneration save can never be modified by the AP characteristic of a weapon and can be made in addition to an armour save and Ward save. However, any wounds saved by a Regeneration save are still counted for the purposes of calculating combat result. Note that models with this special rule are often vulnerable to the Flaming Attacks or Magical Attacks special rules. |
Warp-Spawned:
A model with this special rule cannot make a Regeneration save against a wound caused by a Magical attack. In addition, characters that are not Warp-spawned cannot join units that are, and vice versa. |
Unstable:
If a unit with this special rule loses a round of combat, it loses one additional Wound for every combat result point by which it lost. These Wounds are lost after combat results have been calculated but before Break tests are made. If an Unstable unit contains any Unstable characters, allocate wounds to the unit until each model has been allocated one wound. Any remaining wounds are divided as equally as possible between the character(s) and the unit. |
Unbreakable:
If a unit with this special rule loses a round of combat, it is not required to make a Break test. Instead, it will automatically Give Ground as it is pushed back by the enemy. Characters that are not Unbreakable cannot join units that are, and vice versa. |
Lore of Chaos:
A Wizard with the 'Lore of Chaos' special rule may discard one of their randomly generated spells as normal. When they do so, they may select instead either the signature spell of their chosen Lore of Magic, or the spell that corresponds to their Mark of Chaos. |