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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Immune To Psychology:
- Restriction: unit with a majority of Immune to Psychology models
- Result:
- Passes Fear, Panic and Terror tests automatically
- Cannot choose Flee as a charge reaction
- Leadership tests not named here are unaffected
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Dances of Loec:
- Restriction: Unit with Dances of Loec; a joining Shadowdancer counts as having it
- Timing: Its combat is picked in Step 1.1 of a Choose & Fight Combat sub-phase
- Select: 1× Dance of Loec, danced by all models in the unit
- Result:
- Whirling Death: for this Combat phase: Armour Piercing characteristic of unit's weapons improves by 2
- Storm of Blades: for this Combat phase: gains Extra Attacks (+1)
- The Shadows Coil: for this Combat phase: 4+ ward save versus all wounds
- Woven Mist: enemy models striking this unit in this Combat phase get -1 To Hit
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Evasive:
- Restriction: unit whose majority of models has Evasive
- Limits: 1× per turn
- Timing: the enemy Shooting phase, when the unit becomes a shooting target
- Result: it may Fall Back in Good Order, fleeing straight away from the shooter (optional)
- After its move, the shooter may resume the shooting as declared (optional)
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Furious Charge:
- Condition: made a charge move of 3"+ this turn
- Result: +1 Attacks characteristic
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Motley Crew:
- Restriction: Motley Crew units
- Result: may field one model type with varied gear, and/or several model types fighting as one unit; the army list entry may explain the make-up
- Different Weapons: a fighting rank may hold varied weapons; roll a separate batch of dice for each differing model, tell the opponent which model it represents and the target; attacks follow each model's own Initiative
- Different Armour: in combat, the armour value shared by most of the fighting rank counts; versus shooting, the armour value shared by most of the unit
- Casualty Removal: versus shooting, spread casualties as evenly as possible across the differing models of the unit (by type or by gear); in combat, take them from the models forming the majority of the fighting rank; owner fills gaps with models from rear ranks
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Loner:
- Restriction: Loner
- Result:
- A character with Loner cannot be General; it joins only units with Loner
- Units with Loner cannot be joined by characters lacking it
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| Open Order: Such a unit is allowed to take up an Open Order formation. |
| Skirmishers: Such a unit is allowed to take up a Skirmish formation. |
Strike First:
- Restriction: model with Strike First
- Timing: Combat phase
- Condition: the model is engaged in combat
- Result:
- Initiative characteristic becomes 10, applied ahead of any other modifier.
- Strike Last on the same model: both rules void each other.
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Talismanic Tattoos:
- Restriction: Bearer of Talismanic Tattoos
- Result: Gains a Ward save of 6+ vs every wound it suffers
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Hatred:
- Timing: first round of combat
- Select: failed rolls To Hit versus a hatred enemy
- Result: re-roll them (optional)
- hated foes appear in brackets next to the name; 'all enemies' covers every enemy model
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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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