At the start of each of the controlling player's Shooting phases, the Masque must choose one dance to perform. These abilities target one unengaged, non-vehicle enemy unit within 12" within the Masque's line of sight. The Dance of Caging: Until the start of the Masque's next shooting phase, the target unit suffers a -5 penalty to WS (to a minimum of 1) and can only move, run, charge, and fall back D3". The Dance of Death: The target unit suffers a number of S1 hits equal to the number of models in the unit. These hits are resolved at AP2, and have the Ignores Cover special rule - allocate any Wound as for a shooting attack. The Dance of Dreaming: Until the start of the Masque's next Shooting phase, the target unit suffers a -5 penalty to their BS (to a minimum of 1) and cannot fire Overwatch.
The Masque of Slaanesh re-rolls all failed invulnerable saves.
Cannot join (or be joined by) models without this special rule. Automatically pass Fear, Pinning, and Morale tests. When a unit with the Daemonic Instability special rule loses an assault, it takes a Daemonic Instability test at the Check Morale step of the Fight sub-phase. This uses the following procedure: 1) Take a Leadership test. if the dice roll is a double 1 or double 6, the Daemon's presence fluctuates: Double 1 - Reality Blinks: All Wounds suffered by the unit this phase are restored. Any models from this unit killed this phase return, in coherency, at least 1" from enemy models. If the returning modell's unit is locked in combat, the model Piles In. Double 6 - Banished!: Remove the entire unit from play as casualties. If locked in combat, the enemy consolidates. 2) Now, if a double 1 or double 6 wasn't rolled, compare the roll to the Daemon's Leadership, including modifiers. For each point they fail by, the unit sufffers an additional Wound, with no saves of any kind.
Deep Strike Mishap Table: D6 Roll 1: Terrible Accident! - The entire unit is destroyed! 2-3: Misplaced - Your opponent may deploy the unit anywhere on the table (excluding impassable terrain, but including difficult terrain, which of course counts as dangerous for Deep Striking units), in a valid Deep Strike formation, without rolling for scatter. Units embarked on a misplaced Transport can disembark during their Movement phase as normal. 4-6: Delayed - The unit is placed in Ongoing Reserves.
A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test. If the test is failed, nothing happens and the models remain locked in the fight. If the test is passed, choose a direction - then roll 3D6. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 3D6 result, ignoring the models they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate D6". A Hit & Run move is not slowed by difficult terrain, but takes Dangerous Terrain tests as normal. It may not be used to move into base or hull contact with enemy units, and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage, roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead.
Infantry (Character)
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