Rules (9) Fear A unit containing one or more Fear-causing model gains +1 to their Combat Resolution bonus. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution bonus is increased to +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with the Fear special rule involved in the same combat.
If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus is ignored for that unit. Stubborn If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted. Large Target (5) Models with this rule have a Line of Sight value equal to the number in the bracket. This replaces their normal Line of Sight value normally assigned for their Troop Type. Swiftstride When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, rather than 2D6.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. Whenfleeing or pursuing, they roll 3D6, and discard the lowest result.
Swiftstride has no effect on models using a M value lower than 4.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 3D6 (discard the lowest)
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 Frenzy Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models cannot choose to restrain pursuit if it beats a foe in close combat. It will either pursue (if the enemy has fled) or overrun (if the enemy was wiped out in combat). Note that if the enemy is wiped out in combat but the Frenzied unit did not charge that turn (or if the combat was the result of a pursuit or overrun charge in the same turn), then the Frenzied unit will reform as normal as it has no other choice of action.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat. Wrecker Attack The Plague Furnace may inflict special attack after all other attacks have been resolved, inflicting an Artillery dice's worth of Hits against a single enemy unit to their front. A roll of Misfire means something has gone wrong; roll a D6 on the Plague Furnace Mishap chart. Billowing Death Billowing Death follows the rules for Breath Weapons, but can be used in every turn. All models Hit must pass a T test or suffer a Wound with Ignores Armour Saves and Magical Attacks. All Clan Pestilens models gain a +1 modifer for this tests. Altar of the Horned Rat This model and any unit it joins has Stubborn. Magic Resistance (2) A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance.
If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.