Chill Attack 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.
Tormented Units with this special rule retain a fraction of their original willpower, rather than existing as reanimated husks. Furthermore, the element of life that remains within them longs for death and constantly fights Kemmler’s control (unlike Banshees and Wraiths, who are twisted souls who long to inflict pain on the living).
At the start of each of Kemmler’s turns, before charges have been declared, the controlling player must make a Leadership test for each unit with this special rule, exactly as if Kemmler had been slain. If Kemmler has been slain, the unit must take two such tests, with the casualties from both being added together. Tormented units may not use the General’s Leadership.
Ethereal Ethereal beings are insubstantial creatures which can move through solid objects. They therefore suffer no movement penalties for moving over difficult terrain or obstacles, or from other reductions to movement (such as the Anvil of Doom Rune of Water or the Pit of Shades spell).
They can move through building: just as easily,
but not through other units. They cannot, however, end their movement inside impassable terrain nor see through anything that would block the line of sight of normal units. Ethereal creatures block line of sight normally (the enemy cannot see through them).
Because they are insubstantial, they can't he harmed in combat except by attacks from magical weapons. Daemons or other Ethereal creatures, though they can be affected by spells as normal. Ethereal creatures can still he beaten in close combat and suffer extra wounds as a consequence because combat results are not wholly dependent upon casualties.