Unit | Troop Type | Unit Size |
---|---|---|
Wardancers | Regular Infantry | 5+ |
Special Rule |
---|
Move Through Cover:
Models with this special rule do not suffer any modifiers to their Movement characteristic for moving through difficult or dangerous terrain. In addition, a model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests. |
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. |
Dances of Loec:
When this unit’s combat is chosen during Step 1.1 of any Choose & Fight Combat sub-phase, choose one of the following Dances of Loec for it to perform. Every model within the unit performs the same Dance: • Whirling Death: Until the end of this Combat phase, the Armour Piercing characteristic of this unit’s weapons is improved by 2. • Storm of Blades: Until the end of this Combat phase, this unit gains the Extra Attacks (+1) special rule. • The Shadows Coil: Until the end of this Combat phase, this unit has a 4+ ward save against any wounds suffered. • Woven Mist: Any enemy model that directs its attacks against this unit during this Combat phase suffers a -1 modifier to its rolls To Hit. Note that a Shadowdancer that joins this unit is considered to have this special rule as well. |
Evasive:
Once per turn, when a unit in which the majority of models have this special rule is declared the target during the enemy Shooting phase, it may choose to Fall Back in Good Order, fleeing directly away from the enemy unit shooting at it. Once this unit has completed its move, the enemy unit may continue with its shooting as declared. |
Furious Charge:
During a turn in which it made a charge move of 3" or more, a model with this special rule gains a +1 modifier to its Attacks characteristic. |
Motley Crew:
Units with this special rule may include models of the same type that are equipped differently to one another, and/or models of different types that fight together in a single unit. If necessary, the army list entry for such units will be accompanied by a brief explanation of the unit’s composition. Different Weapons: The fighting rank of a Motley Crew may contain models that are armed with different weapons. In such cases, the controlling player must roll different batches of dice for the different models, making it clear to their opponent which model’s attacks they represent and where they are being directed. These attacks are made in the Initiative order of the individual models, as usual. Different Armour: Models within a Motley Crew may have different armour values. In combat, use the armour value of the majority of the models in the fighting rank. Against enemy shooting, use the armour value of the majority of the models in the unit. Casualty Removal: Against enemy shooting, casualty removal should be divided as equally as possible between the different models within the unit. In combat, casualties should be removed from among the majority of the models that make up the fighting rank. In either case, available models are brought forward from rear ranks to fill any gaps, as chosen by the controlling player. |
Loner:
A character with this special rule cannot be your General and cannot join a unit without this special rule. A unit with this special rule cannot be joined by a character without this special rule. |
Open Order:
A unit consisting of models with this special rule may adopt an Open Order formation. |
Skirmishers:
A unit consisting of models with this special rule may adopt a Skirmish formation. |
Strike First:
During the Combat phase, a model with this special rule that is engaged in combat improves its Initiative characteristic to 10 (before any other modifiers are applied). If a model has both this rule and Strike Last, the two rules cancel one another out. |
Talismanic Tattoos:
Talismanic Tattoos give their wearer a 6+ Ward save against any wounds suffered. |