| Close Order: Such a unit is able to form up in Close Order. |
| Flammable: A model with Flammable loses access to Regeneration saves whenever the wound stems from a Flaming attack. |
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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Large Target:
- Restriction: Large Target (Large Targets)
- Result:
- Partial and full cover give it no benefit
- Line of sight to and from it passes across another unit, unless that unit is also a Large Target
- Shooting unit gets 1 additional rank firing at it
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Lore of Athel Loren:
- Restriction: Wizard; special rule 'Lore of Athel Loren'
- Limits: 1× spell
- Select: A randomly generated spell, dropped through the normal discard
- Result: Pick a substitute (optional)
- Signature spell of the Lore of Magic chosen by the Wizard
- or Tree Singing, or Forest Walker, or Flock of Doom
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Magical Attacks:
- Restriction: model or weapon with Magical Attacks
- Result: its attacks and hits are 'Magical' attacks
- All spells and all hits from magic items also count
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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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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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Stomp Attacks:
- Restriction: a model with Stomp Attacks (X); X is often a dice roll
- Condition: the attacker touches the enemy in base contact
- Result: Resolving Stomp Attacks: carried out after every other attack in combat, Initiative 1 ones included
- They hit automatically.
- They use the attacker's unmodified Strength.
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Terror:
- Restriction: model with Terror
- Result: also causes Fear
- When a Terror-causing unit declares a charge, its target takes a Leadership test straight away; failing means it must Flee, passing means it chooses its charge reaction as usual. A target that cannot choose to Flee skips this test.
- When 1+ Terror-causing units are on the side that wins a combat: each unit on the losing side gets -1 to its Leadership characteristic for its Break test.
- Causing Fear gives no protection against the Fear of Terror-causing models. Models causing Terror are immune to Terror; a unit not causing it gains no immunity when a character that does joins it.
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Timmm-Berrr!:
- Restriction: the falling model's own Strength characteristic is used for the damage
- Timing: the model's Wounds hit 0
- Select: winner of a roll-off decides which arc (front, flank or rear) the model topples towards
- Result:
- Units in base contact with it that lie in that arc: each suffers D6 hits, AP -1, at the model's Strength characteristic.
- Afterwards the model is taken off the table.
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Tree Spirit:
- Restriction: Character or unit with Tree Spirit
- Result:
- Such a character may not join a unit that lacks Tree Spirit
- Such a unit may be neither joined by, nor draw Leadership characteristic from, a character that lacks Tree Spirit
- Exception: it draws Leadership characteristic from a Tree Spirit friendly character, not fleeing, when inside that character's Command range
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Tree Whack:
- Restriction: Model with Tree Whack
- Limits: Once per turn
- Timing: Combat phase
- Select: 1× model of an enemy unit in close combat with this model
- Result: One of this model's Attacks is spent on a 'Tree Whack' attack (optional); the target takes an Initiative test at once
- Test passed: nothing happens
- Test failed: D3 hits at this model's Strength characteristic; no armour save, Ward and Regeneration saves allowed
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Unbreakable:
- Restriction: Unbreakable unit
- Timing: it is defeated in a round of combat
- Result: no Break test is taken; it simply Gives Ground
- A character that is not Unbreakable cannot join an Unbreakable unit, nor the other way round.
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