| Abilities |
|---|
| 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). |
| Stubborn:
When taking Morale tests, stubborn units always ignore any negative Leadership modifiers. Independent characters that are stubborn confer the ability onto any unit that they join. |
| Return to the Shadows:
Instead of moving in your Movement phase, any unit with this special rule that is not within 6" of any enemy model, can be removed from the battlefield and placed into Reserve. A unit cannot Return to the Shadows in the same turn it arrives from Reserves and cannot do so whilst embarked in a vehicle. |