| Abilities |
|---|
| Dunestrider:
This unit adds 3" to its maximum Move, Run and Charge distance. |
| Bulky:
This counts as two models for transport capacity. |
| Feel No Pain:
If a model with this ability suffers an unsaved wound, roll a dice. On a 1, 2 or 3, take the wound as normal (removing the model if it loses its final Wound). On a 4, 5 or 6, the injury is ignored and the model continues fighting. This ability cannot be used against wounds from weapons that inflict instant death (by having a high enough Strength or a special rule to that effect; even if the model is an eternal warrior). Neither can it be used against wounds from AP1 and AP2 weapons, power weapons and any other wound against which no armour save can ever be taken (like wounds from power fists, Dreadnought close combat weapons, rending weapons that roll a 6, Perils of the Warp, failed dangerous terrain tests, etc). |
| Furious Charge:
In a turn in which they assaulted into combat they add +1 to both their Initiative and Strength characteristics when attacking in close combat (note that this has no effect on the Initiative tests for sweeping advances). |