unit
Rare
Faction: Warriors of Chaos, Rare, Units (not including units whose troop type is 'swarms', 'war beasts' or 'war machines')
c1fd-4b8f-e1cf-9a34
false
| Unit | Troop Type | Unit Size |
|---|---|---|
| Hellcannon | Behemoth | 1 |
| Special Rule |
|---|
| Armour Bane: If a model with this special rule rolls a natural 6 when making a roll To Wound, the Armour Piercing characteristic of its weapon is improved by the amount shown in brackets after the name of this special rule. For example, if a natural 6 is rolled when rolling To Wound with a weapon that has an AP of "-" and the Armour Bane (1) special rule its AP counts as being -1 when making an Armour Save roll against that wound. |
| 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. |
| 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. |
| Monster Handlers: A monster with this special rule is accompanied by one or more models representing its handlers. During deployment, position these models anywhere that is adjacent to, and in base contact with, the monster. If the handlers are found to be blocking movement or line of sight, simply move them aside. In combat, each handler adds its attacks to those of the monster. If the monster suffers an unsaved wound, roll a D6. On a roll of 1-4 the monster loses a Wound, but on a roll of 5+ one of the handlers is removed instead. If the monster is removed from play, so are its handlers. |
| Large Target: Large Targets do not benefit from partial or full cover. In addition, a unit can draw a line of sight to a Large Target over or through another unit, and vice versa, provided that unit is not also a Large Target. Finally, a unit that shoots at a Large Target can shoot with one additional rank. For example, a unit armed with crossbows can shoot with its first two ranks when shooting at a Large Target, or with its first three if also standing on a hill. |
| Caged Fury: During the Start of Turn sub-phase of each of your turns, make a Leadership test for this model. If this test is failed, roll immediately on the Hellcannon Misfire table. |
| Close Order: A unit consisting of models with this special rule may adopt a Close Order formation. |
| Impact Hits: The number of Impact Hits caused varies from model to model, and will be shown in brackets after the name of this special rile. Often, this is determined by the roll of a dice. Resolving Impact Hits: Impact Hits can only be made by a charging model that moved 3" or more and that is in base contact with the enemy. Impact Hits are resolved against the charged unit when the combat is chosen during Step 1.1 of the Choose Combat & Fight sub-phase, before issuing challenges. They hit automatically and use the unmodified Strength of the model making them. |
| 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. |
| 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. |
| Terror: Models with this special rule cause Terror. Models that cause Terror also cause Fear:
Note that if a charged unit cannot choose to Flee, it does not make this Leadership test. Models with the Fear special rule Fear models that cause Terror. Models that cause Terror are immune to Terror. A unit that does not cause Terror does not become immune to Terror when joined by a character that does. |
| 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. |
| Armour |
|---|
| Armour Value: Base Armour value |
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