Chill Attack

(Rule)
Description: Ghosts do not attack in the conventional sense, though their chill presence is a danger to all who fear them. At the start of each Combat phase, roll 2D6+2 for any unit in base contact with a Ghost. For each point by which the roll beats the unit’s Leadership, it suffers 1 wound (allocated exactly like shooting hits). No Armour Saving throws are allowed against these hits and they do count towards Combat Resolution. Units that are Immune to Psychology are not affected by this attack.