A unit with this special rule may be held in reserve rather than be deployed at the start of the game. From the beginning of round two onwards, roll a D6 during each of your Start of Turn sub-phases for each unit of Ambushers in your army that is held in reserve.
On a roll of 1-3, the unit is delayed until your next turn at least. On a roll of 4+, the unit arrives, entering the battle as reinforcements during the Compulsory Moves sub-phase. The unit may be placed on any edge of the battlefield, chosen by its controlling player, but cannot be placed within 8" of an enemy model. If any Ambushers are still held in reserve by the start of round five, they arrive automatically.
If your army contains two or more Engines of the Gods, friendly Wizards may apply a +1 modifier to any Casting roll they make whilst within 6" of an Engine of the Gods.
If a model with this special rule rolls a natural 6 when making a roll To Wound, the Armour Piercing characteristic of its weapon is improved by the amount shown in brackets after the name of this special rule.
For example, if a natural 6 is rolled when rolling To Wound with a weapon that has an AP of "-" and the Armour Bane (1) special rule its AP counts as being -1 when making an Armour Save roll against that wound.
The hide of some creatures forms natural armour and improves their armour value ( and that of their rider). By how much armour value is improved varies from model to model, as shown in brackets after the name of this special rule.
Note that a model that wears no armour is considerer to have an armour value of 7+ for the purposes of rules that improve armour value.
Armies often include a Battle Standard Bearer – a trusted warrior who holds aloft the General’s personal heraldry. A Battle Standard Bearer is a rallying point for the army, from The Battlecan Standard which friendly soldiers take heart and draw strength.
The Battle Standard Bearer Model A Battle Standard Bearer is a heroic model carrying a particularly impressive banner, and it will be presented as an option in your chosen army list. The Battle Standard is carried by a character model and, unless specified otherwise, the model that carries the Battle Standard cannot be the General.
Unlike normal standards, the Battle Standard is lost if the bearer is slain – other models cannot pick it up, even if they are in the same unit.
Combat Result Bonus: A Battle Standard grants a bonus of +1 combat result point. Unlike other standards, a Battle Standard grants this bonus even if another standard is present. If, by some unusual circumstance, there are two Battle Standards on the same side in the combat, you can only count the bonus for one.
“Hold Your Ground”: To represent the Battle Standard’s steadying presence, unless your Battle Standard Bearer is fleeing, friendly units within the Battle Standard Bearer’s Command range may re-roll any failed Panic or Rally test. In addition, friendly units within the Battle Standard Bearer’s Command range may re-roll the 2D6 when making a Break test. However, you must accept the result of the second roll, even if it is worse than the first.
When shooting with this weapon, work your way through the following steps: 1. Choose Target: Choose an enemy unit that is within the war machine’s line of sight and between its minimum and maximum range to be the target and place the blast template so that its central hole is directly over the centre of that unit. 2. Scatter: Once the template has been placed, it will scatter. Roll an Artillery dice and a Scatter dice:
3. Damage: Any model whose base lies underneath the template risks being hit:
Related: Stone Throwers
A model with a Breath Weapon can use it once per round, during the Shooting phase of its turn. Place the flame template with its broad end over the intended target and its narrow end touching the model’s base edge anywhere along its front arc. The template must lie entirely within the model’s vision arc. Any model whose base lies underneath the template risks being hit. The Strength and any special rules of the breath weapon will be detailed in the creature’s rules.
Breath weapons cannot be used when making a Stand & Shoot charge reaction, or when the model is engaged in combat.
The flame template is placed with the narrow end touching the model’s base edge, within its forward arc, and the broad end over the target unit.
1. Choose Target Point: Choose a point within both the war machine's line of sight and maximum range. This does not have to be an enemy model; it can be a point on the ground. Once you have chosen your target point, mark it with a small marker. 2. Fire: Once the target point has been marked, roll an Artillery dice:
3. Bounce: Unless the cannon misfired, the cannonball will bounce from the strike point, tearing through anything in its path. To determine how far the cannonball bounces, roll another Artillery dice:
4. Determine Hits: Once the strike point and the distance of the bounce have been established, it is time to determine which models (if any) have been hit:
However, should a cannonball bounce through a formed unit, it can hit a maximum of:
5. Crunch: Sometimes, a bouncing cannonball will encounter something that stops it dead:
When shooting with a steam cannonade, roll two Artillery dice before making any rolls To Hit. The number of shots fired is equal to the total of both Artillery dice:
After determining the number of shots, roll To Hit for each as normal, using the crew's Ballistic Skill and applying all appropriate modifiers.
Friendly models whose troop type is ‘chariot’ can draw a line of sight over or through models with this special rule and can move through friendly units if they are in Skirmish formation and if the majority of models have this special rule. If the chariot’s move would result in it ending up ‘on top’ of a Chariot Runner, simply nudge the Chariot Runner aside, by the smallest amount possible, to make space for the chariot. Whilst in Skirmish formation units of Chariot Runners can treat friendly chariots that are within 1" of one or more of the unit’s models as a part of the unit for the purposes of unit coherency.
A unit consisting of models with this special rule may adopt a Close Order formation.
When shooting with a fire thrower, use the flame template, placing the narrow end so that it touches the model’s base edge anywhere along its front arc and the broad end so that it points towards the intended target. The template may then be moved a number of inches directly away from the fire thrower, up to its maximum range, measured from the narrow end of the template. Note that this does allow the broad end of the flame template to extend beyond the fire thrower’s maximum given Range. Once the flame template has been placed, roll an Artillery dice:
Any model whose base lies underneath the template risks being hit.
Related: Fire Throwers
This special rule can only be used by units that consist entirely of models with this special rule. When a unit with this special rule is charged in its front arc by an enemy unit whose troop type is ‘cavalry,’ ‘chariot’ or ‘monster’, it may declare a ‘Counter Charge’ charge reaction:
Counter Charge: The unit surges forward to meet the enemy charge. Measure the distance between the two units. If the distance is less than the Movement characteristic of the charging unit, the charged unit has not enough time to meet the enemy charge and must either Hold or Flee instead.
Otherwise, pivot the unit about its centre so that it is facing directly towards the centre of the charging enemy unit. After pivoting, the unit moves D3+1" directly towards the enemy unit. Both units are considered to have charged during this turn.
Fleeing units and units already engaged in combat when charged cannot Counter Charge. A unit can only Counter Charge in response to one charge per turn, even if charged by multiple units. Once all charges have been declared, the inactive player can choose which charging unit to Counter Charge. The unit will then Hold against the other charging units.
Weapons with this special rule cannot be used when making a Stand & Shoot charge reaction.
When a model with this special rule is reduced to zero Wounds by an enemy attack during the Combat phase, the unit that made the attack suffers a Strength 3 hit, with an AP of -1.
Note that if this model is reduced to zero Wounds whilst engaged in a challenge, it is the model that made the attack that suffers this hit, rather than its unit.
A unit with this special rule can be fielded as a ‘detachment’ (see page 282).
When shooting a Doom Diver catapult, follow the Bombardment special rule as usual.
Once step 2, Scatter, is complete, you may roll a D3 and move the 3" blast template by that many inches in any direction, representing the Doom Diver wildly flapping its arms to guide its erratic flight.
Should you choose to fire a Doom Diver catapult indirectly, the skill of the crew has no bearing on the accuracy of the shot. If a ‘Hit!’ is rolled on the Scatter dice, use the small arrow above the Hit! symbol to determine the direction of the Scatter as usual, then move the template a number of inches equal to the roll of the Artillery dice minus D3 (to a minimum of zero), representing the efforts of the Doom Diver to steer its flight.
A model with this special rule that begins its movement within 1" of a friendly unit whose troop type is ‘infantry,’ that is not fleeing and that contains ten or more models, may replace its Movement characteristic with that of the unit.
Unless it is fleeing, a Drilled unit may perform a free redress the ranks manoeuvre immediately before moving. Once this manoeuvre is complete, the unit moves as normal. In addition, a Drilled unit can march whilst within 8" of an enemy unit without first having to make a Leadership test.
Note that any character that joins a Drilled unit is considered to be Drilled as well.
Any enemy standard captured by a unit of Knights Errant is worth 100 Victory Points as a trophy of war. In addition, whilst within 6" of a friendly model with the Grail Vow , or any Lord of Bretonnia, a unit of Knights Errant may re-roll any rolls To Hit of a natural 1.
Ethereal creatures treat all terrain as open ground for the purposes of movement. They cannot end their movement inside impassable terrain, though they can pass through it. In addition, Ethereal creatures can only be wounded by Magical attacks. Characters that are not Ethereal cannot join units that are, and vice versa.
Once per turn, when a unit in which the majority of models have this special rule is declared the target during the enemy Shooting phase, it may choose to Fall Back in Good Order, fleeing directly away from the enemy unit shooting at it. Once this unit has completed its move, the enemy unit may continue with its shooting as declared.
A model with this special rule has a modifier to its Attacks characteristic, as shown in the brackets after the name of this special rule (+X). If this modifier is determined by the roll of a dice, roll when the model's combat is chosen during any Choose & Fight sub phase.
If all of the models (including characters) within a unit arrayed in an Open Order formation have this special rule, the unit may perform its Quick Turn (see page 183) even if it marched.
Models with this special rule cause Fear:
• If a unit wishes to declare a charge against an enemy unit that both causes Fear and has a higher Unit Strength, it must first make a Leadership test. If this test is failed, the unit cannot charge. It does not move and is considered to have made a failed charge. If this test is passed, the unit can charge as normal.
• If a unit is engaged with an enemy unit that both causes Fear and has a higher Unit Strength when its combat is chosen during any Choose & Fight Combat sub-phase, it must make a Leadership test. If this test is failed, any models in the unit that direct their attacks against the Fear-causing enemy suffer a -1 modifier to their rolls To Hit.
A unit only needs to make one Fear test per turn. Models that cause Fear are immune to Fear. A unit that does not cause Fear does not become immune to Fear when joined by a character that does.
If this unit chooses to Flee (or Fire & Flee) as a charge reaction, it automatically rallies at the end of its move.
A model with this special rule may make a supporting attack.
If the majority of the models in a unit armed armed with missile weapons have this special rule, the unit may declare that it will ‘Fire & Flee’ as a charge reaction:
Fire & Flee: The unit launches a volley of weapons fire before turning to flee from the enemy. If a unit with this special rule is armed with missile weapons and can draw a line of sight to the charging unit, it may declare that it will Fire & Flee. The unit will Stand & Shoot before turning tail and fleeing from the charge. However, due to the time spent shooting at the charging foe, when making its Flee roll the unit rolls two D6 and discards the lowest result. If both dice roll the same result, discard either.
Note that, if the distance between this unit and the charging unit is less than the Movement characteristic of the charging unit, this unit must either Hold or Flee.
If this unit’s first charge of the game is successful (i.e., if the unit makes contact with the charge target), the charge target becomes Disrupted until the end of the Combat phase of that turn.
Any attack made or hits caused by a model with this special rule, or made using a weapon or spell with this special rule, is a ‘Flaming’ attack. In addition, a model with this special rule causes Fear in models whose troop type is ‘war beasts’ or ‘swarms’.
Unless otherwise stated, a model with this special rule makes Flaming attacks both when shooting and in combat (though any spells cast by the model are unaffected, as are any attacks made with magic weapons they might be wielding).
A model with this special rule cannot make a Regeneration save against a wound caused by a Flaming attack.
Except when following up or pursuing, a model with this special rule can choose to move by flying through the air, rather than moving across the ground as normal. When a model flies it uses a special ‘Fly Movement’ characteristic, shown in brackets after the name of this special rule (shown here as ‘X’). Models that choose to move by flying:
Models that can Fly must begin and end all their movement on the ground. A character with this special rule cannot join a unit without this special rule, and vice versa.
During a turn in which it made a charge move, or during the turn after it made a follow up move, a Frenzied model has a +1 modifier to its Attacks characteristic. This modifier does not apply to the model’s mount (in the case of a cavalry model), to the beasts that draw it (in the case of a chariot), or to its rider (in the case of a monster).
In addition:
Losing Frenzy: Unlike other special rules, Frenzy can be lost during a game. Any model that loses a round of combat will immediately lose this special rule.
When writing your muster list, you may reduce the Toughness characteristic of any of the following war machines by 1 (to a minimum of 1):
Any war machine that has its Toughness reduced in this way also loses the Move or Shoot special rule.
During a turn in which it made a charge move of 3" or more, a model with this special rule gains a +1 modifier to its Attacks characteristic.
Inspiring Presence: Warriors fight all the better under the stern gaze of their General. Unless your General is fleeing, all friendly units within their Command range can use their Leadership characteristic instead of their own (so rally your General first!).
A hand weapon carried by a model with this special rule has an Armour Piercing characteristic of -1.
Note that this special rule only applies to a single, ordinary hand weapon. If the model is using two hand weapons or any other sort of weapon, or if their hand weapon is inscribed with any Weapon runes, this special rule ceases to apply.
A model with this special rule may re-roll any failed rolls To Hit made against a hatred enemy during the first round of combat.
Which enemies are hated varies from model to model and will be shown in brackets after the name of this special rule. Some models hate 'all enemies' meaning they hate all enemy models equally.
A unit with this special rule may increase the maximum Rank Bonus it can claim (as determined by its troop type) by one.
To represent its howdah and crew, a behemoth with this special rule has a split profile and follows both the ‘Split Profile (Chariots)’ and ‘Firing Platform’ rules (see page 194). In all other respects, this model is a behemoth.
If a model making a shooting attack has this special rule, it ignores any To Hit modifiers caused by partial or full cover.
If the majority of the models in a unit are Immune to Psychology, the unit automatically passes any Fear, Panic or Terror tests it is required to make. However, if the majority of the models in a unit have this special rule, the unit cannot choose to Flee as a charge reaction.
Note that this special rule does not make a unit immune to any test made against Leadership not stated here.
The number of Impact Hits caused varies from model to model, and will be shown in brackets after the name of this special rile. Often, this is determined by the roll of a dice.
Resolving Impact Hits: Impact Hits can only be made by a charging model that moved 3" or more and that is in base contact with the enemy. Impact Hits are resolved against the charged unit when the combat is chosen during Step 1.1 of the Choose Combat & Fight sub-phase, before issuing challenges. They hit automatically and use the unmodified Strength of the model making them.
If during the Declare Charges & Charge Reactions sub-phase of its turn, a unit that includes one or more Impetuous models is able to declare a charge, it must make a Leadership test. If this test is failed, the unit must declare a charge. If this test is passed, the unit may act as normal.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Killing Blow’. Enemy models whose troop type is ‘infantry’ or ‘cavalry’ are not permitted an armour or Regeneration save (see page 176) against a Killing Blow (Ward saves can be attempted as normal). If an enemy model whose troop type is ‘infantry’ or ‘cavalry’ suffers an unsaved wound from a Killing Blow, it loses all of its remaining Wounds.
Note that if an attack wounds automatically, this special rule cannot be used.
Large Targets do not benefit from partial or full cover. In addition, a unit can draw a line of sight to a Large Target over or through another unit, and vice versa, provided that unit is not also a Large Target. Finally, a unit that shoots at a Large Target can shoot with one additional rank. For example, a unit armed with crossbows can shoot with its first two ranks when shooting at a Large Target, or with its first three if also standing on a hill.
Models with this special rule cannot use the Inspiring Presence rule of the army’s General nor the Hold your Ground rule of a Battle Standard. However, little is expected from Levies in battle. Therefore, units that do not have this special rule are not required to make a Panic test when a friendly unit of Levies Breaks and flees from combat.
When shooting with this weapon, draw a straight line, 8D6" in length, from the model's base edge. Any model (friend or foe) whose base falls under this line suffers a hit, the Strength of which is determined by rolling an Artillery dice. If a 'Misfire' is rolled when rolling to determine the Strength of this weapon, something has gone horribly wrong. Roll immediately on the Warp Lightning Misfire table to determine exactly what.
Warp Lightning Misfire Table
| D6 | Result |
|---|---|
| 1 | Meltdown: The machine and its crew explode in a spectacular green fireball. The model fails to shoot this turn. Instead, it is destroyed and immediately removed from play. |
| 2-4 | Energy Overload: Unfathomable energies spin the war machine around before it unleashes a potent blast of warp lightning. The Warp Lightning Cannon shoots with a Strength of 6 in a random direction, determined by rolling a Scatter dice. |
| 5-6 | Fzzzt: With a high-pitched screech, followed by a descending, whirring noise, the energy dissipates harmlessly. The model fails to shoot this turn. |
A character with this special rule cannot be your General and cannot join a unit without this special rule. A unit with this special rule cannot be joined by a character without this special rule.
The Casting roll of any enemy spell (including Bound Spells) that targets a unit that includes one or more models with this special rule suffers a modifier, as shown in brackets after the name of this special rule (-X).
Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest modifier.
Any attack made or hit caused by a model with this special rule, or made using a weapon with this special rule, is a ‘Magical’ attack.
Note that all spells are considered to have this special rule, as are any hits caused by magic items.
Often, an army can include certain units drawn from another army list as mercenaries. Any such units included in your army gain this special rule. Mercenaries cannot use the Inspiring Presence rule of the army’s General (see page 203) nor the Hold your Ground rule of a Battle Standard (see page 203). Mercenaries cannot be joined by characters drawn from another army list.
A monster with this special rule is accompanied by one or more models representing its handlers. During deployment, position these models anywhere that is adjacent to, and in base contact with, the monster. If the handlers are found to be blocking movement or line of sight, simply move them aside.
In combat, each handler adds its attacks to those of the monster. If the monster suffers an unsaved wound, roll a D6. On a roll of 1-4 the monster loses a Wound, but on a roll of 5+ one of the handlers is removed instead. If the monster is removed from play, so are its handlers.
If a model with this special rule rolls a natural 6 when making a roll To Wound for an attack made in combat, it has struck a ‘Monster Slaying Blow’. Enemy models whose troop type is ‘monster’ are not permitted an armour or Regeneration save (see page 176) against a Monster Slaying Blow (Ward saves can be attempted as normal). If an enemy model whose troop type is ‘monster’ suffers an unsaved wound from a Monster Slaying Blow, it loses all of its remaining Wounds.
Note that if an attack wounds automatically, this special rule cannot be used.
Units with this special rule may include models of the same type that are equipped differently to one another, and/or models of different types that fight together in a single unit. If necessary, the army list entry for such units will be accompanied by a brief explanation of the unit’s composition.
Different Weapons: The fighting rank of a Motley Crew may contain models that are armed with different weapons. In such cases, the controlling player must roll different batches of dice for the different models, making it clear to their opponent which model’s attacks they represent and where they are being directed. These attacks are made in the Initiative order of the individual models, as usual.
Different Armour: Models within a Motley Crew may have different armour values. In combat, use the armour value of the majority of the models in the fighting rank. Against enemy shooting, use the armour value of the majority of the models in the unit.
Casualty Removal: Against enemy shooting, casualty removal should be divided as equally as possible between the different models within the unit. In combat, casualties should be removed from among the majority of the models that make up the fighting rank. In either case, available models are brought forward from rear ranks to fill any gaps, as chosen by the controlling player.
A weapon with this special rule can be used in the Shooting phase even if the model equipped with it marched this turn.
Models with this special rule do not suffer any modifiers to their Movement characteristic for moving through difficult or dangerous terrain. In addition, a model with this special rule may re-roll any rolls of 1 when making Dangerous Terrain tests.
A weapon with this special rule cannot be used in the Shooting phase if the model equipped with it moved for any reason during this turn (including rallying and reforming).
When shooting with an organ gun, roll two Artillery dice before making any rolls To Hit. The number of shots fired is equal to the total of both Artillery dice:
After determining the number of shots, roll To Hit for each as normal, using the crew's Ballistic Skill and applying all appropriate modifiers.
Related: Organ Guns
A weapon with this special rule can either fire a single shot as normal, or it can be fired a number of times, as shown in brackets after the name of this special rule. If multiple shots are fired, each roll To Hit suffers an additional -1 To Hit modifier. All models in a unit equipped with weapons with this special rule must fire either a single or Multiple Shots. Where the number of Multiple Shots is generated by a dice roll, roll separately for each model.
Each unsaved wound inflicted by an attack with this special rule is multiplied by the number shown in brackets after the name of this special rule. For example, Multiple Wounds (2) would mean that each unsaved wound would cause the target to lose two Wounds. Where the number of Multiple Wounds is generated by a dice roll, roll separately for each unsaved wound.
Note that excess wounds caused to a model will have no additional effect unless that model is a character, in which case this special rule counts for Overkill. Excess wounds do not 'spill over' onto other models in the unit.
Loading a cannon with shrapnel is not a precise art. When firing grapeshot, check range and declare a target as normal, then roll an Artillery dice:
A unit with this special rule that is arrayed in a Close Order formation, and that is equipped with and chooses to use shields, may choose not to Give Ground Should it lose a round in combat. However, if the winning side significantly outnumbers the losing side, it will overwhelm the loser. If the Unit Strength of the winning side is more than twice that of the losing side, the unit cannot use this special rule and must Give Ground as normal.
The Armour Piercing characteristic of any Impact Hits caused by a model with this special rule (but not its mount) is improved by the current Rank Bonus of its unit (or, in the case of characters, the current Rank Bonus of any unit they have joined).
A unit consisting of models with this special rule may adopt an Open Order formation.
If a model with Poisoned Attacks rolls a natural 6 when making a roll To Hit, it may apply a +2 modifier to that hit’s roll To Wound. Unless otherwise stated, a model with this special rule may use it when making both shooting and combat attacks. Any spells cast by the model are unaffected, as are any attacks made with magic weapons. Note that if an attack needs a To Hit roll of 7+, or hits automatically, this special rule cannot be used.
A weapon with this special rule suffers a To Hit modifier of -2 for Moving and Shooting, rather than the usual -1.
Until your next Start of Turn sub-phase, any unit (friend or foe) that was within 2D6" of the central hole of the blast template after scattering suffers a -1 modifier to its Movement characteristic and cannot use the Swiftstride special rule.
A weapon with this special rule does not suffer the usual -1 To Hit modifier for Moving and Shooting. In addition, a unit equipped with weapons with this special rule can use them to make a Stand & Shoot charge reaction regardless of how close the charging unit is.
During the Command sub-phase of their turn, if they are not engaged in combat, this character may nominate a single fleeing friendly unit that is within their Command range. The nominated unit immediately makes a Rally test. If this test is failed, the unit may attempt to rally again as normal during the Rally sub-phase.
Models with this special rule do not have a normal Attacks characteristic. Instead, a dice roll is given (D3+1, for example). Each time a model with this special rule attacks in combat, roll the dice to determine the number of attacks it will make, then roll To Hit as normal. If a fighting rank contains more than one model with this special rule, roll separately for each, unless specified otherwise.
Models with this special rule do not have a normal Movement characteristic. Instead, a dice roll is given (2D6, for example). When a model with this special rule moves, roll the dice to determine its maximum movement..
Models with this special rule move during the Compulsory Moves sub-phase. They cannot march or declare a charge. They can wheel to change direction, but cannot perform any other manoeuvres. If the model is able to make contact with an enemy unit during the Compulsory Moves sub-phase or whilst pursuing, it may do so and counts as having charged. The model aligns against the enemy unit and stops moving. A unit charged in this way must Hold.
If every model in a unit has this special rule, roll once for the entire unit. If two or more models in a unit have different Random Movement characteristics, roll for each and use the lowest result for the entire unit.
Instead of shooting normally, a repeater bolt thrower can ‘rapid fire’ a number of smaller bolts, with the profile given below. If this special rule is used, all shots must be at the same target.
| name | range | strength | armourPiercing | specialRules |
|---|---|---|---|---|
| Rapid Fire (Profile) | 48" | 4 | -1 | Armour Bane (1) , Cumbersome , Move or Shoot , Multiple Shots (D3+3) |
Related: Bolt Throwers
Immediately after a Wound is lost, but before models with zero Wounds remaining are removed from play, a model with this special rule may make a "Regeneration save" roll by rolling a D6 and comparing the result to its "Regeneration value", shown in brackets after the name of this special rule (shown here as "X+"). If the Regeneration save roll equals or exceeds the model’s Regeneration value, the lost Wound is recovered, but is still counted for the purposes of calculating the combat result. Rules that affect armour values do not affect Regeneration values unless stated otherwise.
A unit with this special rule can be accompanied by ‘detachments’ (see page 282).
A model cannot use a shield alongside a weapon with this special rule during the Combat phase (a shield can still be used against wounds caused by shooting or magic during other phases of the game).
Unless it charged, marched or fled during the Movement phase, a unit in which the majority of the models have this special rule may make a Reserve move at the end of the Shooting phase of its turn, after all shooting has been resolved. A unit making a Reserve move moves as described in the Basic Movement rules. It may manoeuvre normally, but cannot march.
Models with this special rule suffer a -1 modifier to the result of any Flee roll or Pursuit roll they make (to a minimum of 1).
Units with this special rule may be deployed after all other units from both armies. They can be deployed anywhere on the battlefield that is more than 12" away from an enemy model. If deployed in this way, Scouts cannot declare a charge during their first turn.
If both armies contain Scouts, a roll-off should determine which player deploys Scouts first. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
Once per game, during a turn in which it was charged, a unit with this special rule that is arrayed in a Close Order formation, and that is equipped with and chooses to use shields, may Give Ground rather than Fall Back in Good Order.
A unit consisting of models with this special rule may adopt a Skirmish formation.
During the Command sub-phase of its turn, every enemy unit within D6" of this model suffers 2D6 Strength 2 hits, each with an AP of -.
Related: Ark of Sotek
If this weapon shot during your previous turn, it may be unable to shoot during this turn. Roll a D6 before shooting with this weapon. On a roll of 1-2, the slow and ponderous reload process has not yet been completed and the weapon does not shoot this turn. If the Dreadquake Mortar has an Ogre Loader, you may apply a +1 modifier to this roll.
Whilst within 6" of one or more Solar Engines, friendly units with the Cold Blooded special rule have a +1 modifier to their Initiative characteristic.
During the Command sub-phase of its turn, roll a D6. On a roll of 4+, a single Jungle Swarm within 6" of this model regains D3 lost Wounds.
Related: Ark of Sotek
The number of Stomp Attacks caused varies from model to model and will be shown in brackets after the name of this special rule. Often, this is determined by the roll of a dice.
Resolving Stomp Attacks: Stomp Attacks can only be made by a model that is in base contact with the enemy. Stomp Attacks are attacks made in combat that must be made last, after all other attacks have been made, including attacks made at Initiative 1. They hit automatically and use the unmodified Strength of the model making them.
During the Combat phase, a model with this special rule that is engaged in combat improves its Initiative characteristic to 10 (before any other modifiers are applied). If a model has both this rule and Strike Last, the two rules cancel one another out.
During the Combat phase, a model with this special rule that is engaged in combat reduces its Initiative characteristic to 1 (before any other modifiers are applied). If a model has both this rule and Strike First, the two rules cancel one another out.
The first time this unit is required to make a Break test it may choose not to and will automatically Fall Back in Good Order instead, even if the Unit Strength of the winning side is more than twice that of the losing side. A unit that is not Stubborn does not become Stubborn when joined by a character that is. A Stubborn character cannot use this special rule whilst part of a unit that is not Stubborn.
Unless it is fleeing or engaged in combat, a unit with this special rule must test for Stupidity by making a Leadership test during the Start of Turn sub-phase of each of its turns. If this test is failed, the unit succumbs to Stupidity until its next Start of Turn sub-phase. A unit that has succumbed to Stupidity:
A unit or mount that does not have this special rule becomes subject to it when joined or ridden by a character that does (Stupidity is contagious).
A unit which consists entirely of models with this special rule increases its maximum possible charge range by 3" and, before making a Charge, Flee or Pursuit roll, may choose to apply a +D6 modifier to the result.
Models with this special rule cause Terror. Models that cause Terror also cause Fear:
Note that if a charged unit cannot choose to Flee, it does not make this Leadership test.
Models with the Fear special rule Fear models that cause Terror. Models that cause Terror are immune to Terror. A unit that does not cause Terror does not become immune to Terror when joined by a character that does.
A bolt thrower shot can cut through several ranks of troops. If the target of a bolt thrower is a formed unit of any type (be it Close Order, Open Order and so on), and if the roll To Hit is successful, the shot causes:
However, a bolt can quickly lose power as it passes through armour and flesh. To represent this, the bolt thrower suffers a -1 modifier to its Strength characteristic for each hit after the first. Note that, should the Strength of a hit be reduced to 0, it has no effect and no further hits are caused.
Related: Bolt Throwers
When this model is reduced to zero Wounds, the winner of a roll-off chooses one of its arcs (front, flank or rear) for it to fall into. Any units that are within the chosen arc and in base contact with this model suffer D6 hits, each using the Strength characteristic of this model, with an AP of -1. Once these hits are resolved, this model is removed from play.
If a unit with this special rule loses a round of combat, it is not required to make a Break test. Instead, it will automatically Give Ground as it is pushed back by the enemy. Characters that are not Unbreakable cannot join units that are, and vice versa.
If a unit with this special rule loses a round of combat, it loses one additional Wound for every combat result point by which it lost. These Wounds are lost after combat results have been calculated but before Break tests are made. These Wounds cannot be recovered by a Regeneration save.
If an Unstable unit contains any Unstable characters, allocate wounds to the unit until each model has been allocated one wound. Any remaining wounds are divided as equally as possible between the character(s) and the unit.
After deployment, units with this special rule may make a Vanguard move. A unit making a Vanguard move moves as described in the Basic Movement rules. It may manoeuvre normally but cannot march.
If both armies contain Vanguard units, a roll-off determines who moves first. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off. Units that make a Vanguard move cannot declare a charge during their first turn.
If the majority of the models in a unit have this special rule, the unit may re-roll any failed Leadership test.
Note that a Break test is not a Leadership test.
When a unit with this special rule makes a shooting attack, half of the models in each rank other than the front rank (or front two ranks if the unit is on a hill), rounding up, can shoot (in addition to the usual models that shoot from the front rank, or front two ranks if the unit is on a hill). A unit cannot Volley Fire if it has moved for any reason during this turn (including reforming), or when making a Stand & Shoot charge reaction.
Note that models in rear ranks use the line of sight of the model at the front of their file.
Unless it is fleeing, a Warband gains a positive (+) modifier to its Leadership characteristic equal to its current Rank Bonus, up to a maximum of Leadership 10.However, a Warband cannot use this modifier to its Leadership should it ever choose to make a Restraint test or, if it is Impetuous, when testing to see if it must declare a charge or may act as normal. In addition, if the majority of the models in a unit have this special rule, it may re-roll its Charge roll.
Note that unless a character also has this special rule, their Leadership cannot be modified by this special rule. A Warband can use either its own modified Leadership, the modified Leadership of a Warband character, or the unmodified Leadership of a non-Warband character, whichever is the higher.
A model with this special rule cannot make a Regeneration save against a wound caused by a Magical attack. In addition, characters that are not Warp-spawned cannot join units that are, and vice versa.