Fenbeasts can tap into the energy of Albion through marshes and fens, rebuilding themselves from its substance. They have the Regeneration special rule when in marshes, fens, morasses, and similar swampy terrain features. Note that this does not include lakes, rivers or other types of pure' water feature. They are vulnerable to magical attack, however, and so in addition to fire attacks they may not regenerate magically inflicted wounds (from spells, magic items, etc).
Any army that includes a Truthsayer or Dark Emissary may field one or more Fenbeasts as Dogs of War. Up to 3 Fenbeasts may be included as a single Rare choice. No army may include more than 3 Fenbeasts.
Fenbeasts never form units and cannot be joined by characters - they always operate as units of one model with a Unit Strength of 4.
Fenbeasts are completely at home in marshes and bogs, able to move with effortless speed. For the purposes of movement, they treat fens, marshes, morasses and similarly swampy terrain as open ground.
The Dark Emissary or Truthsayer controls the Fenbeast, if they should fall casualty then the magic that binds it to the world is released. If the Truthsayer or Dark Emissary in the army is slain, any Fenbeasts in the army immediately collapse and are removed.
Unit causes Fear
Some creatures are utterly fearless and will never give up a battle, no matter how hopeless the situation might be. This could be because of the troops' extreme bravery, or because the creatures fighting are not truly alive. These troops never break in close combat, and they are also immune to panic, terror and fear or any other Psychology rules. If defeated in close combat (even by fear-causing creatures that outnumber them) unbreakable troops continue to fight on regardless of results. They may never, however. declare that they are fleeing as a charge reaction, as they will literally die fighting under any circumstances.