Correspondence of translations with another language
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Standard Bearer
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Porte-étendard
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Standard Bearer
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Standard Bearer
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Standard Bearer
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Alfiere
Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result.
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Ambushers
A unit with the Ambushers rule can choose to not deploy at the start of the battle. Instead, from Turn 2 onwards, the controlling player rolls a dice at the start of their turn for each unit of their Ambushers that have yet to arrive. On a 1 or 2, the Ambushers have been delayed – roll for them again next turn. On a 3 or more, the unit of Ambushers arrives, and will enter the board during the Remaining Moves sub-phase. If the Ambushers do not turn up for the entire game, they are assumed to have got lost, and are treated as having fled the battle for the purposes of determining the victor.
Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for reinforcements. Note that a character may only join a unit deploying with Ambushers if they also have the same rule.
In addition, for every Core unit that deploys as Ambushers in your army, you are required to include at least one other Core Unit that is not Expendable (described later in this chapter) and that does not deploy using the Ambushers rule (for more information, see the Choosing Your Army chapter).
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Ambushers
A unit with the Ambushers rule can choose to not deploy at the start of the battle. Instead, from Turn 2 onwards, the controlling player rolls a dice at the start of their turn for each unit of their Ambushers that have yet to arrive. On a 1 or 2, the Ambushers have been delayed – roll for them again next turn. On a 3 or more, the unit of Ambushers arrives, and will enter the board during the Remaining Moves sub-phase. If the Ambushers do not turn up for the entire game, they are assumed to have got lost, and are treated as having fled the battle for the purposes of determining the victor.
Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for reinforcements. Note that a character may only join a unit deploying with Ambushers if they also have the same rule.
In addition, for every Core unit that deploys as Ambushers in your army, you are required to include at least one other Core Unit that is not Expendable (described later in this chapter) and that does not deploy using the Ambushers rule (for more information, see the Choosing Your Army chapter).
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Ambushers
A unit with the Ambushers rule can choose to not deploy at the start of the battle. Instead, from Turn 2 onwards, the controlling player rolls a dice at the start of their turn for each unit of their Ambushers that have yet to arrive. On a 1 or 2, the Ambushers have been delayed – roll for them again next turn. On a 3 or more, the unit of Ambushers arrives, and will enter the board during the Remaining Moves sub-phase. If the Ambushers do not turn up for the entire game, they are assumed to have got lost, and are treated as having fled the battle for the purposes of determining the victor.
Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for reinforcements. Note that a character may only join a unit deploying with Ambushers if they also have the same rule.
In addition, for every Core unit that deploys as Ambushers in your army, you are required to include at least one other Core Unit that is not Expendable (described later in this chapter) and that does not deploy using the Ambushers rule (for more information, see the Choosing Your Army chapter).
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Ambushers
A unit with the Ambushers rule can choose to not deploy at the start of the battle. Instead, from Turn 2 onwards, the controlling player rolls a dice at the start of their turn for each unit of their Ambushers that have yet to arrive. On a 1 or 2, the Ambushers have been delayed – roll for them again next turn. On a 3 or more, the unit of Ambushers arrives, and will enter the board during the Remaining Moves sub-phase. If the Ambushers do not turn up for the entire game, they are assumed to have got lost, and are treated as having fled the battle for the purposes of determining the victor.
Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for reinforcements. Note that a character may only join a unit deploying with Ambushers if they also have the same rule.
In addition, for every Core unit that deploys as Ambushers in your army, you are required to include at least one other Core Unit that is not Expendable (described later in this chapter) and that does not deploy using the Ambushers rule (for more information, see the Choosing Your Army chapter).
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Ambushers
A unit with the Ambushers rule can choose to not deploy at the start of the battle. Instead, from Turn 2 onwards, the controlling player rolls a dice at the start of their turn for each unit of their Ambushers that have yet to arrive. On a 1 or 2, the Ambushers have been delayed – roll for them again next turn. On a 3 or more, the unit of Ambushers arrives, and will enter the board during the Remaining Moves sub-phase. If the Ambushers do not turn up for the entire game, they are assumed to have got lost, and are treated as having fled the battle for the purposes of determining the victor.
Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for reinforcements. Note that a character may only join a unit deploying with Ambushers if they also have the same rule.
In addition, for every Core unit that deploys as Ambushers in your army, you are required to include at least one other Core Unit that is not Expendable (described later in this chapter) and that does not deploy using the Ambushers rule (for more information, see the Choosing Your Army chapter).
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Ambushers
A unit with the Ambushers rule can choose to not deploy at the start of the battle. Instead, from Turn 2 onwards, the controlling player rolls a dice at the start of their turn for each unit of their Ambushers that have yet to arrive. On a 1 or 2, the Ambushers have been delayed – roll for them again next turn. On a 3 or more, the unit of Ambushers arrives, and will enter the board during the Remaining Moves sub-phase. If the Ambushers do not turn up for the entire game, they are assumed to have got lost, and are treated as having fled the battle for the purposes of determining the victor.
Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for reinforcements. Note that a character may only join a unit deploying with Ambushers if they also have the same rule.
In addition, for every Core unit that deploys as Ambushers in your army, you are required to include at least one other Core Unit that is not Expendable (described later in this chapter) and that does not deploy using the Ambushers rule (for more information, see the Choosing Your Army chapter).
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Fear
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat.
If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
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Peur
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat.
If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
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Angst
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat.
If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
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Fear
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat.
If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
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Miedo
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat.
If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
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Paura
A unit containing one or more Fear-causing models gains +1 to its Combat Resolution score. If the Unit Strength of all Fear-causing models is double or more, the Combat Resolution score is increased by +2. Note that the bonus from Fear is otherwise not cumulative for having multiple units with Fear involved in the same combat.
If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and thus the Combat Resolution bonus of their Fear-causing enemies is ignored for that unit.
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Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
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Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
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Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
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Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
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Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
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Animated Construct
Animated Constructs have Immunity (Poisoned Attacks) and Unbreakable. However, they may not march.
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Animosity
Animosity is represented by an Animosity test. This test is taken in the Charge sub-phase after all normal charges has been declared during each of your turns, by every unit that is subject to Animosity, with the following restrictions:
• Units only test if they contain at least 5 models.
• Units that have declared a charge don't test.
• Units engaged in close combat don't test.
• Units garrisoning a building don't test.
• Units fleeing or currently off the battlefield don't test.
Roll a D6 for each eligible unit. If the dice roll is a 2 or more, the unit behaves normally this turn. If the roll is a 1, however, the unit has failed its Animosity test and must roll on the Animosity table and apply the result immediately.
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Animosity
Animosity is represented by an Animosity test. This test is taken in the Charge sub-phase after all normal charges has been declared during each of your turns, by every unit that is subject to Animosity, with the following restrictions:
• Units only test if they contain at least 5 models.
• Units that have declared a charge don't test.
• Units engaged in close combat don't test.
• Units garrisoning a building don't test.
• Units fleeing or currently off the battlefield don't test.
Roll a D6 for each eligible unit. If the dice roll is a 2 or more, the unit behaves normally this turn. If the roll is a 1, however, the unit has failed its Animosity test and must roll on the Animosity table and apply the result immediately.
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Animosity
Animosity is represented by an Animosity test. This test is taken in the Charge sub-phase after all normal charges has been declared during each of your turns, by every unit that is subject to Animosity, with the following restrictions:
• Units only test if they contain at least 5 models.
• Units that have declared a charge don't test.
• Units engaged in close combat don't test.
• Units garrisoning a building don't test.
• Units fleeing or currently off the battlefield don't test.
Roll a D6 for each eligible unit. If the dice roll is a 2 or more, the unit behaves normally this turn. If the roll is a 1, however, the unit has failed its Animosity test and must roll on the Animosity table and apply the result immediately.
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Animosity
Animosity is represented by an Animosity test. This test is taken in the Charge sub-phase after all normal charges has been declared during each of your turns, by every unit that is subject to Animosity, with the following restrictions:
• Units only test if they contain at least 5 models.
• Units that have declared a charge don't test.
• Units engaged in close combat don't test.
• Units garrisoning a building don't test.
• Units fleeing or currently off the battlefield don't test.
Roll a D6 for each eligible unit. If the dice roll is a 2 or more, the unit behaves normally this turn. If the roll is a 1, however, the unit has failed its Animosity test and must roll on the Animosity table and apply the result immediately.
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Animosity
Animosity is represented by an Animosity test. This test is taken in the Charge sub-phase after all normal charges has been declared during each of your turns, by every unit that is subject to Animosity, with the following restrictions:
• Units only test if they contain at least 5 models.
• Units that have declared a charge don't test.
• Units engaged in close combat don't test.
• Units garrisoning a building don't test.
• Units fleeing or currently off the battlefield don't test.
Roll a D6 for each eligible unit. If the dice roll is a 2 or more, the unit behaves normally this turn. If the roll is a 1, however, the unit has failed its Animosity test and must roll on the Animosity table and apply the result immediately.
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Animosity
Animosity is represented by an Animosity test. This test is taken in the Charge sub-phase after all normal charges has been declared during each of your turns, by every unit that is subject to Animosity, with the following restrictions:
• Units only test if they contain at least 5 models.
• Units that have declared a charge don't test.
• Units engaged in close combat don't test.
• Units garrisoning a building don't test.
• Units fleeing or currently off the battlefield don't test.
Roll a D6 for each eligible unit. If the dice roll is a 2 or more, the unit behaves normally this turn. If the roll is a 1, however, the unit has failed its Animosity test and must roll on the Animosity table and apply the result immediately.
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Armed to da Teef
At the start of each round of close combat, models with this rule can choose which of their weapons (including hand weapon and shield) they wish to fight with. If a Black Orc character has a magic weapon, he loses the benefit of this rule.
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Armed to da Teef
At the start of each round of close combat, models with this rule can choose which of their weapons (including hand weapon and shield) they wish to fight with. If a Black Orc character has a magic weapon, he loses the benefit of this rule.
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Armed to da Teef
At the start of each round of close combat, models with this rule can choose which of their weapons (including hand weapon and shield) they wish to fight with. If a Black Orc character has a magic weapon, he loses the benefit of this rule.
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Armed to da Teef
At the start of each round of close combat, models with this rule can choose which of their weapons (including hand weapon and shield) they wish to fight with. If a Black Orc character has a magic weapon, he loses the benefit of this rule.
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Armed to da Teef
At the start of each round of close combat, models with this rule can choose which of their weapons (including hand weapon and shield) they wish to fight with. If a Black Orc character has a magic weapon, he loses the benefit of this rule.
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Armed to da Teef
At the start of each round of close combat, models with this rule can choose which of their weapons (including hand weapon and shield) they wish to fight with. If a Black Orc character has a magic weapon, he loses the benefit of this rule.
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Vanguard
After both sides have deployed all their other forces (including Scouts), but before the roll to see who gets the first turn is made, units containing only models with Vanguard can immediately make a move up to 6" (12" in case they move using Swiftstride) move regardless of their M value (they cannot march and are affected by terrain as normal). This cannot be used to move the Vanguard troops within 12" of the enemy. A Vanguard move does not count as moving for the purpose of shooting in the first turn.
If both players' armies contain Vanguard troops, players should roll off. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off.
Units that have made a Vanguard move cannot declare a charge in the first turn if their army goes first. This also includes charging in the Magic phase.
If a character is deployed as part of a unit with Vanguard, that unit can still make its Vanguard move if the character in question has Vanguard or is a model on foot. Otherwise the character’s presence prevents the unit from using Vanguard.
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Avant-garde
After both sides have deployed all their other forces (including Scouts), but before the roll to see who gets the first turn is made, units containing only models with Vanguard can immediately make a move up to 6" (12" in case they move using Swiftstride) move regardless of their M value (they cannot march and are affected by terrain as normal). This cannot be used to move the Vanguard troops within 12" of the enemy. A Vanguard move does not count as moving for the purpose of shooting in the first turn.
If both players' armies contain Vanguard troops, players should roll off. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off.
Units that have made a Vanguard move cannot declare a charge in the first turn if their army goes first. This also includes charging in the Magic phase.
If a character is deployed as part of a unit with Vanguard, that unit can still make its Vanguard move if the character in question has Vanguard or is a model on foot. Otherwise the character’s presence prevents the unit from using Vanguard.
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Vorhut
After both sides have deployed all their other forces (including Scouts), but before the roll to see who gets the first turn is made, units containing only models with Vanguard can immediately make a move up to 6" (12" in case they move using Swiftstride) move regardless of their M value (they cannot march and are affected by terrain as normal). This cannot be used to move the Vanguard troops within 12" of the enemy. A Vanguard move does not count as moving for the purpose of shooting in the first turn.
If both players' armies contain Vanguard troops, players should roll off. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off.
Units that have made a Vanguard move cannot declare a charge in the first turn if their army goes first. This also includes charging in the Magic phase.
If a character is deployed as part of a unit with Vanguard, that unit can still make its Vanguard move if the character in question has Vanguard or is a model on foot. Otherwise the character’s presence prevents the unit from using Vanguard.
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Vanguard
After both sides have deployed all their other forces (including Scouts), but before the roll to see who gets the first turn is made, units containing only models with Vanguard can immediately make a move up to 6" (12" in case they move using Swiftstride) move regardless of their M value (they cannot march and are affected by terrain as normal). This cannot be used to move the Vanguard troops within 12" of the enemy. A Vanguard move does not count as moving for the purpose of shooting in the first turn.
If both players' armies contain Vanguard troops, players should roll off. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off.
Units that have made a Vanguard move cannot declare a charge in the first turn if their army goes first. This also includes charging in the Magic phase.
If a character is deployed as part of a unit with Vanguard, that unit can still make its Vanguard move if the character in question has Vanguard or is a model on foot. Otherwise the character’s presence prevents the unit from using Vanguard.
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Vanguardia
After both sides have deployed all their other forces (including Scouts), but before the roll to see who gets the first turn is made, units containing only models with Vanguard can immediately make a move up to 6" (12" in case they move using Swiftstride) move regardless of their M value (they cannot march and are affected by terrain as normal). This cannot be used to move the Vanguard troops within 12" of the enemy. A Vanguard move does not count as moving for the purpose of shooting in the first turn.
If both players' armies contain Vanguard troops, players should roll off. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off.
Units that have made a Vanguard move cannot declare a charge in the first turn if their army goes first. This also includes charging in the Magic phase.
If a character is deployed as part of a unit with Vanguard, that unit can still make its Vanguard move if the character in question has Vanguard or is a model on foot. Otherwise the character’s presence prevents the unit from using Vanguard.
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Avanguardia
After both sides have deployed all their other forces (including Scouts), but before the roll to see who gets the first turn is made, units containing only models with Vanguard can immediately make a move up to 6" (12" in case they move using Swiftstride) move regardless of their M value (they cannot march and are affected by terrain as normal). This cannot be used to move the Vanguard troops within 12" of the enemy. A Vanguard move does not count as moving for the purpose of shooting in the first turn.
If both players' armies contain Vanguard troops, players should roll off. The players then alternate moving their Vanguard units one at a time, starting with the player who won the roll-off.
Units that have made a Vanguard move cannot declare a charge in the first turn if their army goes first. This also includes charging in the Magic phase.
If a character is deployed as part of a unit with Vanguard, that unit can still make its Vanguard move if the character in question has Vanguard or is a model on foot. Otherwise the character’s presence prevents the unit from using Vanguard.
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Big 'Uns
You may upgrade a single unit (not one each) in your army to Big 'Uns.
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Big 'Uns
You may upgrade a single unit (not one each) in your army to Big 'Uns.
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Big 'Uns
You may upgrade a single unit (not one each) in your army to Big 'Uns.
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Big 'Uns
You may upgrade a single unit (not one each) in your army to Big 'Uns.
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Big 'Uns
You may upgrade a single unit (not one each) in your army to Big 'Uns.
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Big 'Uns
You may upgrade a single unit (not one each) in your army to Big 'Uns.
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Big Stabba
A unit of Savage Orcs may be upgraded to include Big Stabbas. A unit of Savage Orcs may be upgraded to include Big Stabbas. This is represented by upgrading two models and by including one or more Big Stabba models in the unit. A Big Stabba is mounted on two Infantry bases and must be placed to cover both the first and second rank of the unit, but is otherwise equipped like the rest of the unit. Each Big Stabba model causes D3 Impact Hits with Multple Wounds (D3). Big Stabbas are always the last models to be removed as casualties; the weapons are picked up by other Savage Orcs in the unit (excluding any Command Group models) should they be slain.
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Big Stabba
A unit of Savage Orcs may be upgraded to include Big Stabbas. A unit of Savage Orcs may be upgraded to include Big Stabbas. This is represented by upgrading two models and by including one or more Big Stabba models in the unit. A Big Stabba is mounted on two Infantry bases and must be placed to cover both the first and second rank of the unit, but is otherwise equipped like the rest of the unit. Each Big Stabba model causes D3 Impact Hits with Multple Wounds (D3). Big Stabbas are always the last models to be removed as casualties; the weapons are picked up by other Savage Orcs in the unit (excluding any Command Group models) should they be slain.
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Big Stabba
A unit of Savage Orcs may be upgraded to include Big Stabbas. A unit of Savage Orcs may be upgraded to include Big Stabbas. This is represented by upgrading two models and by including one or more Big Stabba models in the unit. A Big Stabba is mounted on two Infantry bases and must be placed to cover both the first and second rank of the unit, but is otherwise equipped like the rest of the unit. Each Big Stabba model causes D3 Impact Hits with Multple Wounds (D3). Big Stabbas are always the last models to be removed as casualties; the weapons are picked up by other Savage Orcs in the unit (excluding any Command Group models) should they be slain.
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Big Stabba
A unit of Savage Orcs may be upgraded to include Big Stabbas. A unit of Savage Orcs may be upgraded to include Big Stabbas. This is represented by upgrading two models and by including one or more Big Stabba models in the unit. A Big Stabba is mounted on two Infantry bases and must be placed to cover both the first and second rank of the unit, but is otherwise equipped like the rest of the unit. Each Big Stabba model causes D3 Impact Hits with Multple Wounds (D3). Big Stabbas are always the last models to be removed as casualties; the weapons are picked up by other Savage Orcs in the unit (excluding any Command Group models) should they be slain.
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Big Stabba
A unit of Savage Orcs may be upgraded to include Big Stabbas. A unit of Savage Orcs may be upgraded to include Big Stabbas. This is represented by upgrading two models and by including one or more Big Stabba models in the unit. A Big Stabba is mounted on two Infantry bases and must be placed to cover both the first and second rank of the unit, but is otherwise equipped like the rest of the unit. Each Big Stabba model causes D3 Impact Hits with Multple Wounds (D3). Big Stabbas are always the last models to be removed as casualties; the weapons are picked up by other Savage Orcs in the unit (excluding any Command Group models) should they be slain.
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Big Stabba
A unit of Savage Orcs may be upgraded to include Big Stabbas. A unit of Savage Orcs may be upgraded to include Big Stabbas. This is represented by upgrading two models and by including one or more Big Stabba models in the unit. A Big Stabba is mounted on two Infantry bases and must be placed to cover both the first and second rank of the unit, but is otherwise equipped like the rest of the unit. Each Big Stabba model causes D3 Impact Hits with Multple Wounds (D3). Big Stabbas are always the last models to be removed as casualties; the weapons are picked up by other Savage Orcs in the unit (excluding any Command Group models) should they be slain.
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Devastating Charge
The Models have +1 A during a turn in which they charge into combat. Unless otherwise noted, this only applies to rider in case of Cavalry or Monstrous Cavalry.
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Charge dévastatrice
The Models have +1 A during a turn in which they charge into combat. Unless otherwise noted, this only applies to rider in case of Cavalry or Monstrous Cavalry.
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Vernichtender Angriff
The Models have +1 A during a turn in which they charge into combat. Unless otherwise noted, this only applies to rider in case of Cavalry or Monstrous Cavalry.
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Devastating Charge
The Models have +1 A during a turn in which they charge into combat. Unless otherwise noted, this only applies to rider in case of Cavalry or Monstrous Cavalry.
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Carga Devastadora
The Models have +1 A during a turn in which they charge into combat. Unless otherwise noted, this only applies to rider in case of Cavalry or Monstrous Cavalry.
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Carica Devastante
The Models have +1 A during a turn in which they charge into combat. Unless otherwise noted, this only applies to rider in case of Cavalry or Monstrous Cavalry.
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Catchweb Spidershrine
A Forest Goblin Great Shaman mounted on an Arachnarok Spider with a Catchweb Spidershrine has Loremaster (Spells of da Spider God). In addition, he and any other friendly Wizard within 12" of the Arachnarok Spider adds +1 to their channelling attempts.
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Catchweb Spidershrine
A Forest Goblin Great Shaman mounted on an Arachnarok Spider with a Catchweb Spidershrine has Loremaster (Spells of da Spider God). In addition, he and any other friendly Wizard within 12" of the Arachnarok Spider adds +1 to their channelling attempts.
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Catchweb Spidershrine
A Forest Goblin Great Shaman mounted on an Arachnarok Spider with a Catchweb Spidershrine has Loremaster (Spells of da Spider God). In addition, he and any other friendly Wizard within 12" of the Arachnarok Spider adds +1 to their channelling attempts.
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Catchweb Spidershrine
A Forest Goblin Great Shaman mounted on an Arachnarok Spider with a Catchweb Spidershrine has Loremaster (Spells of da Spider God). In addition, he and any other friendly Wizard within 12" of the Arachnarok Spider adds +1 to their channelling attempts.
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Catchweb Spidershrine
A Forest Goblin Great Shaman mounted on an Arachnarok Spider with a Catchweb Spidershrine has Loremaster (Spells of da Spider God). In addition, he and any other friendly Wizard within 12" of the Arachnarok Spider adds +1 to their channelling attempts.
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Catchweb Spidershrine
A Forest Goblin Great Shaman mounted on an Arachnarok Spider with a Catchweb Spidershrine has Loremaster (Spells of da Spider God). In addition, he and any other friendly Wizard within 12" of the Arachnarok Spider adds +1 to their channelling attempts.
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Champion
"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios:
• Attempting to March when within 8" of enemy units.
• Attempting to Redirect a Charge.
• Reforming from Defeat after losing a round of close combat.
• Restraining from Pursuit
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Champion
"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios:
• Attempting to March when within 8" of enemy units.
• Attempting to Redirect a Charge.
• Reforming from Defeat after losing a round of close combat.
• Restraining from Pursuit
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Champion
"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios:
• Attempting to March when within 8" of enemy units.
• Attempting to Redirect a Charge.
• Reforming from Defeat after losing a round of close combat.
• Restraining from Pursuit
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Champion
"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios:
• Attempting to March when within 8" of enemy units.
• Attempting to Redirect a Charge.
• Reforming from Defeat after losing a round of close combat.
• Restraining from Pursuit
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Champion
"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios:
• Attempting to March when within 8" of enemy units.
• Attempting to Redirect a Charge.
• Reforming from Defeat after losing a round of close combat.
• Restraining from Pursuit
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Champion
"Follow Me!"
A unit that is accompanied by a champion may re-roll failed LD tests in the following scenarios:
• Attempting to March when within 8" of enemy units.
• Attempting to Redirect a Charge.
• Reforming from Defeat after losing a round of close combat.
• Restraining from Pursuit
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Choppas
Models with Choppas get Strength Bonus (1).
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Choppas
Models with Choppas get Strength Bonus (1).
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Choppas
Models with Choppas get Strength Bonus (1).
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Choppas
Models with Choppas get Strength Bonus (1).
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Choppas
Models with Choppas get Strength Bonus (1).
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Choppas
Models with Choppas get Strength Bonus (1).
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Completely Out of Control
Mangler Squigs are removed as a casualty when:
• They contact other Mangler Squigs (both Mangler Squigs are removed as casualties).
• They have gone crazy and rolled a triple for movement. This represents the Great Squigs ripping themselves to pieces or some other comic, yet fatal mishap.
• Any unit moves into contact with the Mangler Squigs – see the Force of Total Destruction rule.
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Completely Out of Control
Mangler Squigs are removed as a casualty when:
• They contact other Mangler Squigs (both Mangler Squigs are removed as casualties).
• They have gone crazy and rolled a triple for movement. This represents the Great Squigs ripping themselves to pieces or some other comic, yet fatal mishap.
• Any unit moves into contact with the Mangler Squigs – see the Force of Total Destruction rule.
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Completely Out of Control
Mangler Squigs are removed as a casualty when:
• They contact other Mangler Squigs (both Mangler Squigs are removed as casualties).
• They have gone crazy and rolled a triple for movement. This represents the Great Squigs ripping themselves to pieces or some other comic, yet fatal mishap.
• Any unit moves into contact with the Mangler Squigs – see the Force of Total Destruction rule.
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Completely Out of Control
Mangler Squigs are removed as a casualty when:
• They contact other Mangler Squigs (both Mangler Squigs are removed as casualties).
• They have gone crazy and rolled a triple for movement. This represents the Great Squigs ripping themselves to pieces or some other comic, yet fatal mishap.
• Any unit moves into contact with the Mangler Squigs – see the Force of Total Destruction rule.
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Completely Out of Control
Mangler Squigs are removed as a casualty when:
• They contact other Mangler Squigs (both Mangler Squigs are removed as casualties).
• They have gone crazy and rolled a triple for movement. This represents the Great Squigs ripping themselves to pieces or some other comic, yet fatal mishap.
• Any unit moves into contact with the Mangler Squigs – see the Force of Total Destruction rule.
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Completely Out of Control
Mangler Squigs are removed as a casualty when:
• They contact other Mangler Squigs (both Mangler Squigs are removed as casualties).
• They have gone crazy and rolled a triple for movement. This represents the Great Squigs ripping themselves to pieces or some other comic, yet fatal mishap.
• Any unit moves into contact with the Mangler Squigs – see the Force of Total Destruction rule.
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Copious Troll Vomit
Instead of attacking normally, this model can choose to vomit on the enemy. It inflicts D6 automatic S 6 hits which Ignores Armour Saves.
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Copious Troll Vomit
Instead of attacking normally, this model can choose to vomit on the enemy. It inflicts D6 automatic S 6 hits which Ignores Armour Saves.
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Copious Troll Vomit
Instead of attacking normally, this model can choose to vomit on the enemy. It inflicts D6 automatic S 6 hits which Ignores Armour Saves.
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Copious Troll Vomit
Instead of attacking normally, this model can choose to vomit on the enemy. It inflicts D6 automatic S 6 hits which Ignores Armour Saves.
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Copious Troll Vomit
Instead of attacking normally, this model can choose to vomit on the enemy. It inflicts D6 automatic S 6 hits which Ignores Armour Saves.
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Copious Troll Vomit
Instead of attacking normally, this model can choose to vomit on the enemy. It inflicts D6 automatic S 6 hits which Ignores Armour Saves.
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Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)
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Course rapide
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)
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Schnelle Bewegung
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)
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Swiftstride
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)
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Zancada Veloz
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)
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Falcata Rapida
When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to their M value. When fleeing or pursuing, they roll 3D6, and discard the lowest result.
When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing, they roll 2D6.
Swiftstride M6 or lower
Charging: M + 2D6
Failed Charge: 2D6
Fleeing/Pursuing: 2D6
Swiftstride M7 or more
Charging: M + 3D6 (discard the lowest)
Failed Charge: 3D6 (discard the lowest)
Fleeing/Pursuing: 3D6 (discard the lowest)
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Creeping Assault
Unlike other cavalry, Spider Riders do not have to dismount before assaulting a building, meaning the Giant Spiders are allowed to attack during the assault. Each Spider Rider and his mount count as a single model when determining the number of models that fight in a building assault. Note that Spider Riders still cannot garrison a building.
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Creeping Assault
Unlike other cavalry, Spider Riders do not have to dismount before assaulting a building, meaning the Giant Spiders are allowed to attack during the assault. Each Spider Rider and his mount count as a single model when determining the number of models that fight in a building assault. Note that Spider Riders still cannot garrison a building.
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Creeping Assault
Unlike other cavalry, Spider Riders do not have to dismount before assaulting a building, meaning the Giant Spiders are allowed to attack during the assault. Each Spider Rider and his mount count as a single model when determining the number of models that fight in a building assault. Note that Spider Riders still cannot garrison a building.
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Creeping Assault
Unlike other cavalry, Spider Riders do not have to dismount before assaulting a building, meaning the Giant Spiders are allowed to attack during the assault. Each Spider Rider and his mount count as a single model when determining the number of models that fight in a building assault. Note that Spider Riders still cannot garrison a building.
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Creeping Assault
Unlike other cavalry, Spider Riders do not have to dismount before assaulting a building, meaning the Giant Spiders are allowed to attack during the assault. Each Spider Rider and his mount count as a single model when determining the number of models that fight in a building assault. Note that Spider Riders still cannot garrison a building.
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Creeping Assault
Unlike other cavalry, Spider Riders do not have to dismount before assaulting a building, meaning the Giant Spiders are allowed to attack during the assault. Each Spider Rider and his mount count as a single model when determining the number of models that fight in a building assault. Note that Spider Riders still cannot garrison a building.
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Da Big Un
If it is possible for a Rogue Idol to charge an enemy it must do so (however if multiple targets are within charge range, its player may pick which to attack). At the start of any turn that a Rogue Idol is not able to charge or is not already in combat, its player must roll a D6. On a roll of a 1 it must instead charge a friendly unit if one is available to charge, and a single round of combat is fought as normal, after which the Rogue Idol is pushed 1" back if the charged unit does not break. If no friendly units are available to charge the Rogue Idol may do nothing this turn.
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Da Big Un
If it is possible for a Rogue Idol to charge an enemy it must do so (however if multiple targets are within charge range, its player may pick which to attack). At the start of any turn that a Rogue Idol is not able to charge or is not already in combat, its player must roll a D6. On a roll of a 1 it must instead charge a friendly unit if one is available to charge, and a single round of combat is fought as normal, after which the Rogue Idol is pushed 1" back if the charged unit does not break. If no friendly units are available to charge the Rogue Idol may do nothing this turn.
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Da Big Un
If it is possible for a Rogue Idol to charge an enemy it must do so (however if multiple targets are within charge range, its player may pick which to attack). At the start of any turn that a Rogue Idol is not able to charge or is not already in combat, its player must roll a D6. On a roll of a 1 it must instead charge a friendly unit if one is available to charge, and a single round of combat is fought as normal, after which the Rogue Idol is pushed 1" back if the charged unit does not break. If no friendly units are available to charge the Rogue Idol may do nothing this turn.
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Da Big Un
If it is possible for a Rogue Idol to charge an enemy it must do so (however if multiple targets are within charge range, its player may pick which to attack). At the start of any turn that a Rogue Idol is not able to charge or is not already in combat, its player must roll a D6. On a roll of a 1 it must instead charge a friendly unit if one is available to charge, and a single round of combat is fought as normal, after which the Rogue Idol is pushed 1" back if the charged unit does not break. If no friendly units are available to charge the Rogue Idol may do nothing this turn.
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Da Big Un
If it is possible for a Rogue Idol to charge an enemy it must do so (however if multiple targets are within charge range, its player may pick which to attack). At the start of any turn that a Rogue Idol is not able to charge or is not already in combat, its player must roll a D6. On a roll of a 1 it must instead charge a friendly unit if one is available to charge, and a single round of combat is fought as normal, after which the Rogue Idol is pushed 1" back if the charged unit does not break. If no friendly units are available to charge the Rogue Idol may do nothing this turn.
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Da Big Un
If it is possible for a Rogue Idol to charge an enemy it must do so (however if multiple targets are within charge range, its player may pick which to attack). At the start of any turn that a Rogue Idol is not able to charge or is not already in combat, its player must roll a D6. On a roll of a 1 it must instead charge a friendly unit if one is available to charge, and a single round of combat is fought as normal, after which the Rogue Idol is pushed 1" back if the charged unit does not break. If no friendly units are available to charge the Rogue Idol may do nothing this turn.
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Da Boss 'as a Plan!
Gorbad must be army's General, and he also has the "Hold Your Ground" ability like a Battle Standard. In addition, the range of Gorbad's Inspiring Presence and Hold Your Ground! Abilities is increased from 12" to 18". Note that you may not choose a separate Battle Standard in an army that includes Gorbad.
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Da Boss 'as a Plan!
Gorbad must be army's General, and he also has the "Hold Your Ground" ability like a Battle Standard. In addition, the range of Gorbad's Inspiring Presence and Hold Your Ground! Abilities is increased from 12" to 18". Note that you may not choose a separate Battle Standard in an army that includes Gorbad.
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Da Boss 'as a Plan!
Gorbad must be army's General, and he also has the "Hold Your Ground" ability like a Battle Standard. In addition, the range of Gorbad's Inspiring Presence and Hold Your Ground! Abilities is increased from 12" to 18". Note that you may not choose a separate Battle Standard in an army that includes Gorbad.
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Da Boss 'as a Plan!
Gorbad must be army's General, and he also has the "Hold Your Ground" ability like a Battle Standard. In addition, the range of Gorbad's Inspiring Presence and Hold Your Ground! Abilities is increased from 12" to 18". Note that you may not choose a separate Battle Standard in an army that includes Gorbad.
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Da Boss 'as a Plan!
Gorbad must be army's General, and he also has the "Hold Your Ground" ability like a Battle Standard. In addition, the range of Gorbad's Inspiring Presence and Hold Your Ground! Abilities is increased from 12" to 18". Note that you may not choose a separate Battle Standard in an army that includes Gorbad.
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Da Boss 'as a Plan!
Gorbad must be army's General, and he also has the "Hold Your Ground" ability like a Battle Standard. In addition, the range of Gorbad's Inspiring Presence and Hold Your Ground! Abilities is increased from 12" to 18". Note that you may not choose a separate Battle Standard in an army that includes Gorbad.
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Da Great Leader
Friendly units within 18" of Gorbad that fail an Animosity test add his current number of Wounds to their roll on the Animosity table.
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Da Great Leader
Friendly units within 18" of Gorbad that fail an Animosity test add his current number of Wounds to their roll on the Animosity table.
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Da Great Leader
Friendly units within 18" of Gorbad that fail an Animosity test add his current number of Wounds to their roll on the Animosity table.
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Da Great Leader
Friendly units within 18" of Gorbad that fail an Animosity test add his current number of Wounds to their roll on the Animosity table.
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Da Great Leader
Friendly units within 18" of Gorbad that fail an Animosity test add his current number of Wounds to their roll on the Animosity table.
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Da Great Leader
Friendly units within 18" of Gorbad that fail an Animosity test add his current number of Wounds to their roll on the Animosity table.
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Da Howlerz
Da Howlerz are a unit of Goblin Wolf Riders with an additional +1 BS and Quick to Fire. Gitilla must set up with this unit and may not leave it. No other character may join the unit.
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Da Howlerz
Da Howlerz are a unit of Goblin Wolf Riders with an additional +1 BS and Quick to Fire. Gitilla must set up with this unit and may not leave it. No other character may join the unit.
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Da Howlerz
Da Howlerz are a unit of Goblin Wolf Riders with an additional +1 BS and Quick to Fire. Gitilla must set up with this unit and may not leave it. No other character may join the unit.
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Da Howlerz
Da Howlerz are a unit of Goblin Wolf Riders with an additional +1 BS and Quick to Fire. Gitilla must set up with this unit and may not leave it. No other character may join the unit.
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Da Howlerz
Da Howlerz are a unit of Goblin Wolf Riders with an additional +1 BS and Quick to Fire. Gitilla must set up with this unit and may not leave it. No other character may join the unit.
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Da Howlerz
Da Howlerz are a unit of Goblin Wolf Riders with an additional +1 BS and Quick to Fire. Gitilla must set up with this unit and may not leave it. No other character may join the unit.
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Da Immortulz
Grimgor must always be accompanied by his grizzled Black Orc bodyguard, and may join no other unit. The Immortulz are a unit of Black Orcs with an additional +1 WS. Grimgor must deploy with this unit and may not leave it. No other character may join the unit. As long as Grimgor is alive, the Immortulz have Hatred.
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Da Immortulz
Grimgor must always be accompanied by his grizzled Black Orc bodyguard, and may join no other unit. The Immortulz are a unit of Black Orcs with an additional +1 WS. Grimgor must deploy with this unit and may not leave it. No other character may join the unit. As long as Grimgor is alive, the Immortulz have Hatred.
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Da Immortulz
Grimgor must always be accompanied by his grizzled Black Orc bodyguard, and may join no other unit. The Immortulz are a unit of Black Orcs with an additional +1 WS. Grimgor must deploy with this unit and may not leave it. No other character may join the unit. As long as Grimgor is alive, the Immortulz have Hatred.
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Da Immortulz
Grimgor must always be accompanied by his grizzled Black Orc bodyguard, and may join no other unit. The Immortulz are a unit of Black Orcs with an additional +1 WS. Grimgor must deploy with this unit and may not leave it. No other character may join the unit. As long as Grimgor is alive, the Immortulz have Hatred.
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Da Immortulz
Grimgor must always be accompanied by his grizzled Black Orc bodyguard, and may join no other unit. The Immortulz are a unit of Black Orcs with an additional +1 WS. Grimgor must deploy with this unit and may not leave it. No other character may join the unit. As long as Grimgor is alive, the Immortulz have Hatred.
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Da Immortulz
Grimgor must always be accompanied by his grizzled Black Orc bodyguard, and may join no other unit. The Immortulz are a unit of Black Orcs with an additional +1 WS. Grimgor must deploy with this unit and may not leave it. No other character may join the unit. As long as Grimgor is alive, the Immortulz have Hatred.
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Deff Creepers
The Deff Creepers are a unit of Forest Goblin Spider Riders with Ambushers, Devastating Charge and Hatred (Empire). In addition, they cause Fear in any turn that they successfully charge into combat. Snagla must set up with this unit and may not leave it. No other character may join the unit.
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Deff Creepers
The Deff Creepers are a unit of Forest Goblin Spider Riders with Ambushers, Devastating Charge and Hatred (Empire). In addition, they cause Fear in any turn that they successfully charge into combat. Snagla must set up with this unit and may not leave it. No other character may join the unit.
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Deff Creepers
The Deff Creepers are a unit of Forest Goblin Spider Riders with Ambushers, Devastating Charge and Hatred (Empire). In addition, they cause Fear in any turn that they successfully charge into combat. Snagla must set up with this unit and may not leave it. No other character may join the unit.
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Deff Creepers
The Deff Creepers are a unit of Forest Goblin Spider Riders with Ambushers, Devastating Charge and Hatred (Empire). In addition, they cause Fear in any turn that they successfully charge into combat. Snagla must set up with this unit and may not leave it. No other character may join the unit.
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Deff Creepers
The Deff Creepers are a unit of Forest Goblin Spider Riders with Ambushers, Devastating Charge and Hatred (Empire). In addition, they cause Fear in any turn that they successfully charge into combat. Snagla must set up with this unit and may not leave it. No other character may join the unit.
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Deff Creepers
The Deff Creepers are a unit of Forest Goblin Spider Riders with Ambushers, Devastating Charge and Hatred (Empire). In addition, they cause Fear in any turn that they successfully charge into combat. Snagla must set up with this unit and may not leave it. No other character may join the unit.
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Stubborn
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
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Tenace
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
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Unnachgiebig
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
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Stubborn
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
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Tozudo
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
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Determinato
If the majority of the models in a unit are Stubborn, the unit is always Steadfast, whether or not they have a higher Unit Strength than their enemy or are disrupted.
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Dinner's Dinner!
When the Colossal Squig's random movement brings it into contact with a unit, either friend or foe, it will attack it normally as if it were an enemy, and counts as charging that unit. This combat will continue until resolved normally.
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Dinner's Dinner!
When the Colossal Squig's random movement brings it into contact with a unit, either friend or foe, it will attack it normally as if it were an enemy, and counts as charging that unit. This combat will continue until resolved normally.
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Dinner's Dinner!
When the Colossal Squig's random movement brings it into contact with a unit, either friend or foe, it will attack it normally as if it were an enemy, and counts as charging that unit. This combat will continue until resolved normally.
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Dinner's Dinner!
When the Colossal Squig's random movement brings it into contact with a unit, either friend or foe, it will attack it normally as if it were an enemy, and counts as charging that unit. This combat will continue until resolved normally.
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Dinner's Dinner!
When the Colossal Squig's random movement brings it into contact with a unit, either friend or foe, it will attack it normally as if it were an enemy, and counts as charging that unit. This combat will continue until resolved normally.
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Dinner's Dinner!
When the Colossal Squig's random movement brings it into contact with a unit, either friend or foe, it will attack it normally as if it were an enemy, and counts as charging that unit. This combat will continue until resolved normally.
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Quick to Fire
Quick to Fire weapons do not suffer the usual -1 To Hit penalty for moving and shooting. In addition, Quick to Fire weapons can always be used to Stand and Shoot against a charging enemy, even if that enemy would normally be too close for such a charge reaction to be declared.
Furthermore, Quick to Fire weapons may be used once per turn when declaring a charge (unless they are also Move or Fire), immediately after the enemy unit has declared their charge reaction (but before moving any units). If the enemy unit chose to Stand & Shoot or Fire & Flee, both units will fire at the same time. Quick to Fire weapons can be used this way even if the unit starts its charge outside their weapons' maximum range – the shooting is resolved normally assuming the enemy is just within maximum range of the shooting unit's shortest-ranged weapon. If the charge fails, for whatever reason, we assume that the chargers closed to within the weapons' maximum range first. Any shots fired in this manner suffer a -1 To Hit penalty.
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Tir rapide
Quick to Fire weapons do not suffer the usual -1 To Hit penalty for moving and shooting. In addition, Quick to Fire weapons can always be used to Stand and Shoot against a charging enemy, even if that enemy would normally be too close for such a charge reaction to be declared.
Furthermore, Quick to Fire weapons may be used once per turn when declaring a charge (unless they are also Move or Fire), immediately after the enemy unit has declared their charge reaction (but before moving any units). If the enemy unit chose to Stand & Shoot or Fire & Flee, both units will fire at the same time. Quick to Fire weapons can be used this way even if the unit starts its charge outside their weapons' maximum range – the shooting is resolved normally assuming the enemy is just within maximum range of the shooting unit's shortest-ranged weapon. If the charge fails, for whatever reason, we assume that the chargers closed to within the weapons' maximum range first. Any shots fired in this manner suffer a -1 To Hit penalty.
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Schnell Schussbereit
Quick to Fire weapons do not suffer the usual -1 To Hit penalty for moving and shooting. In addition, Quick to Fire weapons can always be used to Stand and Shoot against a charging enemy, even if that enemy would normally be too close for such a charge reaction to be declared.
Furthermore, Quick to Fire weapons may be used once per turn when declaring a charge (unless they are also Move or Fire), immediately after the enemy unit has declared their charge reaction (but before moving any units). If the enemy unit chose to Stand & Shoot or Fire & Flee, both units will fire at the same time. Quick to Fire weapons can be used this way even if the unit starts its charge outside their weapons' maximum range – the shooting is resolved normally assuming the enemy is just within maximum range of the shooting unit's shortest-ranged weapon. If the charge fails, for whatever reason, we assume that the chargers closed to within the weapons' maximum range first. Any shots fired in this manner suffer a -1 To Hit penalty.
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Quick to Fire
Quick to Fire weapons do not suffer the usual -1 To Hit penalty for moving and shooting. In addition, Quick to Fire weapons can always be used to Stand and Shoot against a charging enemy, even if that enemy would normally be too close for such a charge reaction to be declared.
Furthermore, Quick to Fire weapons may be used once per turn when declaring a charge (unless they are also Move or Fire), immediately after the enemy unit has declared their charge reaction (but before moving any units). If the enemy unit chose to Stand & Shoot or Fire & Flee, both units will fire at the same time. Quick to Fire weapons can be used this way even if the unit starts its charge outside their weapons' maximum range – the shooting is resolved normally assuming the enemy is just within maximum range of the shooting unit's shortest-ranged weapon. If the charge fails, for whatever reason, we assume that the chargers closed to within the weapons' maximum range first. Any shots fired in this manner suffer a -1 To Hit penalty.
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Disparo Rápido
Quick to Fire weapons do not suffer the usual -1 To Hit penalty for moving and shooting. In addition, Quick to Fire weapons can always be used to Stand and Shoot against a charging enemy, even if that enemy would normally be too close for such a charge reaction to be declared.
Furthermore, Quick to Fire weapons may be used once per turn when declaring a charge (unless they are also Move or Fire), immediately after the enemy unit has declared their charge reaction (but before moving any units). If the enemy unit chose to Stand & Shoot or Fire & Flee, both units will fire at the same time. Quick to Fire weapons can be used this way even if the unit starts its charge outside their weapons' maximum range – the shooting is resolved normally assuming the enemy is just within maximum range of the shooting unit's shortest-ranged weapon. If the charge fails, for whatever reason, we assume that the chargers closed to within the weapons' maximum range first. Any shots fired in this manner suffer a -1 To Hit penalty.
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Rapido a Tirare
Quick to Fire weapons do not suffer the usual -1 To Hit penalty for moving and shooting. In addition, Quick to Fire weapons can always be used to Stand and Shoot against a charging enemy, even if that enemy would normally be too close for such a charge reaction to be declared.
Furthermore, Quick to Fire weapons may be used once per turn when declaring a charge (unless they are also Move or Fire), immediately after the enemy unit has declared their charge reaction (but before moving any units). If the enemy unit chose to Stand & Shoot or Fire & Flee, both units will fire at the same time. Quick to Fire weapons can be used this way even if the unit starts its charge outside their weapons' maximum range – the shooting is resolved normally assuming the enemy is just within maximum range of the shooting unit's shortest-ranged weapon. If the charge fails, for whatever reason, we assume that the chargers closed to within the weapons' maximum range first. Any shots fired in this manner suffer a -1 To Hit penalty.
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Do as I say and wot I do
If Borgut is included in your army, then you may upgrade one additional unit of Orc Boyz into Big 'Uns. Borgut must deploy and remain with this unit for the entirety of the battle.
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Do as I say and wot I do
If Borgut is included in your army, then you may upgrade one additional unit of Orc Boyz into Big 'Uns. Borgut must deploy and remain with this unit for the entirety of the battle.
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Do as I say and wot I do
If Borgut is included in your army, then you may upgrade one additional unit of Orc Boyz into Big 'Uns. Borgut must deploy and remain with this unit for the entirety of the battle.
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Do as I say and wot I do
If Borgut is included in your army, then you may upgrade one additional unit of Orc Boyz into Big 'Uns. Borgut must deploy and remain with this unit for the entirety of the battle.
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Do as I say and wot I do
If Borgut is included in your army, then you may upgrade one additional unit of Orc Boyz into Big 'Uns. Borgut must deploy and remain with this unit for the entirety of the battle.
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Do as I say and wot I do
If Borgut is included in your army, then you may upgrade one additional unit of Orc Boyz into Big 'Uns. Borgut must deploy and remain with this unit for the entirety of the battle.
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Duff Up da Big Thing
Orc Brutes may re-roll failed To Hit rolls against Monstrous Infantry, Monstrous Beasts, Monstrous Cavalry and Monsters.
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Duff Up da Big Thing
Orc Brutes may re-roll failed To Hit rolls against Monstrous Infantry, Monstrous Beasts, Monstrous Cavalry and Monsters.
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Duff Up da Big Thing
Orc Brutes may re-roll failed To Hit rolls against Monstrous Infantry, Monstrous Beasts, Monstrous Cavalry and Monsters.
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Duff Up da Big Thing
Orc Brutes may re-roll failed To Hit rolls against Monstrous Infantry, Monstrous Beasts, Monstrous Cavalry and Monsters.
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Duff Up da Big Thing
Orc Brutes may re-roll failed To Hit rolls against Monstrous Infantry, Monstrous Beasts, Monstrous Cavalry and Monsters.
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Duff Up da Big Thing
Orc Brutes may re-roll failed To Hit rolls against Monstrous Infantry, Monstrous Beasts, Monstrous Cavalry and Monsters.
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Eats Elves for Breakfast
As long as Grom is alive, all units in his army ignore Fear Elves.
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Eats Elves for Breakfast
As long as Grom is alive, all units in his army ignore Fear Elves.
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Eats Elves for Breakfast
As long as Grom is alive, all units in his army ignore Fear Elves.
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Eats Elves for Breakfast
As long as Grom is alive, all units in his army ignore Fear Elves.
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Eats Elves for Breakfast
As long as Grom is alive, all units in his army ignore Fear Elves.
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Eats Elves for Breakfast
As long as Grom is alive, all units in his army ignore Fear Elves.
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Terror
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).
Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.
If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
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Terreur
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).
Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.
If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
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Entsetzen
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).
Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.
If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
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Terror
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).
Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.
If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
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Terror
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).
Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.
If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
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Terrore
Models that cause Terror also cause Fear. In addition, the following rules apply. Fear-causing models or models with Immunity (Fear) treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).
Run for Your Lives!
If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.
If a unit wishes to declare a charge against an enemy that causes Terror, it must take a Psychology test to overcome its terror first. If the test is failed, it may not declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a Charge. If the Psychology test is passed, the unit may declare the charge as normal.
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Executioner's Strike
Badruk has Killing Blow. In addition, he causes a Killing Blow on the To Wound roll of a 5+ rather than a 6.
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Executioner's Strike
Badruk has Killing Blow. In addition, he causes a Killing Blow on the To Wound roll of a 5+ rather than a 6.
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Executioner's Strike
Badruk has Killing Blow. In addition, he causes a Killing Blow on the To Wound roll of a 5+ rather than a 6.
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Executioner's Strike
Badruk has Killing Blow. In addition, he causes a Killing Blow on the To Wound roll of a 5+ rather than a 6.
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Executioner's Strike
Badruk has Killing Blow. In addition, he causes a Killing Blow on the To Wound roll of a 5+ rather than a 6.
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Executioner's Strike
Badruk has Killing Blow. In addition, he causes a Killing Blow on the To Wound roll of a 5+ rather than a 6.
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Explodin' Spores
Each Snotling base can make a single shooting attack in its Shooting phases, and as a stand and shoot reaction. An Explodin' Spore is a Throwing Weapon, hitting automatically and Ignores Armour saves.
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Explodin' Spores
Each Snotling base can make a single shooting attack in its Shooting phases, and as a stand and shoot reaction. An Explodin' Spore is a Throwing Weapon, hitting automatically and Ignores Armour saves.
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Explodin' Spores
Each Snotling base can make a single shooting attack in its Shooting phases, and as a stand and shoot reaction. An Explodin' Spore is a Throwing Weapon, hitting automatically and Ignores Armour saves.
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Explodin' Spores
Each Snotling base can make a single shooting attack in its Shooting phases, and as a stand and shoot reaction. An Explodin' Spore is a Throwing Weapon, hitting automatically and Ignores Armour saves.
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Explodin' Spores
Each Snotling base can make a single shooting attack in its Shooting phases, and as a stand and shoot reaction. An Explodin' Spore is a Throwing Weapon, hitting automatically and Ignores Armour saves.
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Explodin' Spores
Each Snotling base can make a single shooting attack in its Shooting phases, and as a stand and shoot reaction. An Explodin' Spore is a Throwing Weapon, hitting automatically and Ignores Armour saves.
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Fall Over
A Giant must test to see whether it falls over if any of the following apply:
If it is beaten in close combat. Test once results are established but before taking a Break test.
If it is fleeing at the start of the Movement phase.
When it crosses an obstacle. Test when the obstacle is reached.
If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.
To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.
To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 2D6 S 6 Hits that have Multiple Wounds (D3), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result.
A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution.
Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.
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Fall Over
A Giant must test to see whether it falls over if any of the following apply:
If it is beaten in close combat. Test once results are established but before taking a Break test.
If it is fleeing at the start of the Movement phase.
When it crosses an obstacle. Test when the obstacle is reached.
If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.
To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.
To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 2D6 S 6 Hits that have Multiple Wounds (D3), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result.
A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution.
Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.
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Fall Over
A Giant must test to see whether it falls over if any of the following apply:
If it is beaten in close combat. Test once results are established but before taking a Break test.
If it is fleeing at the start of the Movement phase.
When it crosses an obstacle. Test when the obstacle is reached.
If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.
To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.
To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 2D6 S 6 Hits that have Multiple Wounds (D3), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result.
A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution.
Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.
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Fall Over
A Giant must test to see whether it falls over if any of the following apply:
If it is beaten in close combat. Test once results are established but before taking a Break test.
If it is fleeing at the start of the Movement phase.
When it crosses an obstacle. Test when the obstacle is reached.
If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.
To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.
To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 2D6 S 6 Hits that have Multiple Wounds (D3), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result.
A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution.
Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.
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Fall Over
A Giant must test to see whether it falls over if any of the following apply:
If it is beaten in close combat. Test once results are established but before taking a Break test.
If it is fleeing at the start of the Movement phase.
When it crosses an obstacle. Test when the obstacle is reached.
If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.
To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.
To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 2D6 S 6 Hits that have Multiple Wounds (D3), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result.
A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution.
Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.
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Fall Over
A Giant must test to see whether it falls over if any of the following apply:
If it is beaten in close combat. Test once results are established but before taking a Break test.
If it is fleeing at the start of the Movement phase.
When it crosses an obstacle. Test when the obstacle is reached.
If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.
To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.
To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by the falling Giant suffers 2D6 S 6 Hits that have Multiple Wounds (D3), though no single model may suffer more than 1 Hit – any excess Hits are ignored. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result.
A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution.
Once on the ground a Giant may get up in his following Movement phase, but may not move that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.
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Falls Apart
When a Colossal Squig is removed as a casualty, every model in base contact with it suffers an automatic S 3 hit.
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Falls Apart
When a Colossal Squig is removed as a casualty, every model in base contact with it suffers an automatic S 3 hit.
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Falls Apart
When a Colossal Squig is removed as a casualty, every model in base contact with it suffers an automatic S 3 hit.
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Falls Apart
When a Colossal Squig is removed as a casualty, every model in base contact with it suffers an automatic S 3 hit.
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Falls Apart
When a Colossal Squig is removed as a casualty, every model in base contact with it suffers an automatic S 3 hit.
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Falls Apart
When a Colossal Squig is removed as a casualty, every model in base contact with it suffers an automatic S 3 hit.
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Fast Cavalry
Vanguard
Fast Cavalry automatically have Vanguard.
Free Reform
Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value.
Fire & Flee
A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so.
Feigned Flight
A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Fire on the March
Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Characters
A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them.
Armour Saves
Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
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Fast Cavalry
Vanguard
Fast Cavalry automatically have Vanguard.
Free Reform
Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value.
Fire & Flee
A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so.
Feigned Flight
A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Fire on the March
Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Characters
A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them.
Armour Saves
Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
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Fast Cavalry
Vanguard
Fast Cavalry automatically have Vanguard.
Free Reform
Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value.
Fire & Flee
A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so.
Feigned Flight
A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Fire on the March
Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Characters
A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them.
Armour Saves
Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
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Fast Cavalry
Vanguard
Fast Cavalry automatically have Vanguard.
Free Reform
Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value.
Fire & Flee
A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so.
Feigned Flight
A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Fire on the March
Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Characters
A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them.
Armour Saves
Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
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Fast Cavalry
Vanguard
Fast Cavalry automatically have Vanguard.
Free Reform
Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value.
Fire & Flee
A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so.
Feigned Flight
A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Fire on the March
Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Characters
A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them.
Armour Saves
Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
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Fast Cavalry
Vanguard
Fast Cavalry automatically have Vanguard.
Free Reform
Unless it charges, Fast Cavalry is allowed to reform twice during its move without losing any Movement; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its Movement value.
Fire & Flee
A unit of Fast Cavalry armed with missile weapons can choose Fire & Flee as a charge reaction. If it chooses to do so, the unit will first fire upon the target following the rules for Stand & Shoot (this also counts as moving and shooting). After this, the unit makes a flee move. However, it may not use its Swiftstride if it does so.
Feigned Flight
A unit of Fast Cavalry that chooses Flee or Fire & Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Fast Cavalry does not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Fire on the March
Fast Cavalry armed with missile weapons are experts at shooting from horseback and can therefore shoot during a turn in which they marched or reformed (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Characters
A character model that joins a unit of Fast Cavalry gains Fast Cavalry as long as they stay with the unit. Characters may only join Fast Cavalry with the same Troop Type as them.
Armour Saves
Units containing one or more models with an unmodified close combat armour save better than 4+ cannot use Fast Cavalry.
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Fear Elves
Models with this rule treat models from Warhammer: High Elves, Dark Elves and Wood Elves as having Fear.
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Fear Elves
Models with this rule treat models from Warhammer: High Elves, Dark Elves and Wood Elves as having Fear.
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Fear Elves
Models with this rule treat models from Warhammer: High Elves, Dark Elves and Wood Elves as having Fear.
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Fear Elves
Models with this rule treat models from Warhammer: High Elves, Dark Elves and Wood Elves as having Fear.
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Fear Elves
Models with this rule treat models from Warhammer: High Elves, Dark Elves and Wood Elves as having Fear.
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Fear Elves
Models with this rule treat models from Warhammer: High Elves, Dark Elves and Wood Elves as having Fear.
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Flappas
A Pump Wagon fitted with flappas only has to take Dangerous Terrain tests if they end their move in Dangerous Terrain.
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Flappas
A Pump Wagon fitted with flappas only has to take Dangerous Terrain tests if they end their move in Dangerous Terrain.
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Flappas
A Pump Wagon fitted with flappas only has to take Dangerous Terrain tests if they end their move in Dangerous Terrain.
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Flappas
A Pump Wagon fitted with flappas only has to take Dangerous Terrain tests if they end their move in Dangerous Terrain.
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Flappas
A Pump Wagon fitted with flappas only has to take Dangerous Terrain tests if they end their move in Dangerous Terrain.
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Flappas
A Pump Wagon fitted with flappas only has to take Dangerous Terrain tests if they end their move in Dangerous Terrain.
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Fly (5)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (5)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (5)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (5)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (5)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (5)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Fly (8)
Flying models follow the rules for Skirmishers. However, they cannot use Feigned Flight, and if they have a Unit Strength above 2 and/or a close combat armour save better than 4+, they cannot use Vanguard.
Moving Flyers
Flight is represented by a swoop equal to the number in the brackets instead of using the model's normal M value. Note that any equipment or rules that affect the model's regular M will also affect its Fly move, unless specified. The flyer starts off on the ground, takes off, flies to where it wishes to go, and then lands. Flyers, therefore, begin and end their movement on the ground.
Units made up entirely of models that can fly can move or charge normally on the ground, using their M value, or instead choose to fly. A unit that flies can move over other units and terrain as it does so, treating the entire move as taking place over open ground. It may not finish the move on top of another unit or in impassable terrain. Models that Fly can make a flying charge over intervening units and terrain as long as they can draw Line of Sight to their target as normal. A unit that makes a flying charge does so using its Fly move as its M characteristic, using Swiftstride.
Flying March
A unit that is flying can march as normal, doubling its
flying move.
Flee and Pursue
Flyers always move on the ground when attempting to
flee or pursue.
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Force of Destruction
Fanatics cannot be charged, but models can move into contact with them. Any unit that does so takes 2D6 S 5 Armour Piercing (1) hits. The Fanatic model is then removed, and the unit may carry on with its move.
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Force of Destruction
Fanatics cannot be charged, but models can move into contact with them. Any unit that does so takes 2D6 S 5 Armour Piercing (1) hits. The Fanatic model is then removed, and the unit may carry on with its move.
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Force of Destruction
Fanatics cannot be charged, but models can move into contact with them. Any unit that does so takes 2D6 S 5 Armour Piercing (1) hits. The Fanatic model is then removed, and the unit may carry on with its move.
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Force of Destruction
Fanatics cannot be charged, but models can move into contact with them. Any unit that does so takes 2D6 S 5 Armour Piercing (1) hits. The Fanatic model is then removed, and the unit may carry on with its move.
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Force of Destruction
Fanatics cannot be charged, but models can move into contact with them. Any unit that does so takes 2D6 S 5 Armour Piercing (1) hits. The Fanatic model is then removed, and the unit may carry on with its move.
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Force of Destruction
Fanatics cannot be charged, but models can move into contact with them. Any unit that does so takes 2D6 S 5 Armour Piercing (1) hits. The Fanatic model is then removed, and the unit may carry on with its move.
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Force of Total Destruction
Mangler Squigs cannot be charged, but models can move into contact with them. Any unit that moves into contact with Mangler Squigs takes 2D6 S 6 hits for moving into the Squigs and a further D6 S 6 hits. The Mangler Squig model is then removed, and the unit may carry on with its move.
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Force of Total Destruction
Mangler Squigs cannot be charged, but models can move into contact with them. Any unit that moves into contact with Mangler Squigs takes 2D6 S 6 hits for moving into the Squigs and a further D6 S 6 hits. The Mangler Squig model is then removed, and the unit may carry on with its move.
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Force of Total Destruction
Mangler Squigs cannot be charged, but models can move into contact with them. Any unit that moves into contact with Mangler Squigs takes 2D6 S 6 hits for moving into the Squigs and a further D6 S 6 hits. The Mangler Squig model is then removed, and the unit may carry on with its move.
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Force of Total Destruction
Mangler Squigs cannot be charged, but models can move into contact with them. Any unit that moves into contact with Mangler Squigs takes 2D6 S 6 hits for moving into the Squigs and a further D6 S 6 hits. The Mangler Squig model is then removed, and the unit may carry on with its move.
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Force of Total Destruction
Mangler Squigs cannot be charged, but models can move into contact with them. Any unit that moves into contact with Mangler Squigs takes 2D6 S 6 hits for moving into the Squigs and a further D6 S 6 hits. The Mangler Squig model is then removed, and the unit may carry on with its move.
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Force of Total Destruction
Mangler Squigs cannot be charged, but models can move into contact with them. Any unit that moves into contact with Mangler Squigs takes 2D6 S 6 hits for moving into the Squigs and a further D6 S 6 hits. The Mangler Squig model is then removed, and the unit may carry on with its move.
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Frenzy
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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Frénésie
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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Raserei
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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Frenzy
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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Frenesí
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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Furia
Frenzied troops gain +1 A and Immunity (Psychology).
Berserk Rage
A unit that includes one or more Frenzied models can only choose Hold or Stand & Shoot as a charge reaction.
If, during the Charge sub-phase, a unit that includes one or more Frenzied models could declare a charge, then it must do so unless a LD test is passed. If the LD test is failed, the Frenzied unit must declare a charge against the nearest viable enemy.
A unit that includes one or more Frenzied models that attempts to restrain pursuit if it beats a foe in close combat suffer a LD modifier equal to the result they won the combat against that unit by.
Losing Frenzy
Frenzy can be lost. Models retain their Frenzy for the entire game unless beaten in combat.
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Frenzy of Violence
Any Orc unit joined by a Warchanter may re-roll 1's To Hit and To Wound in close combat.
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Frenzy of Violence
Any Orc unit joined by a Warchanter may re-roll 1's To Hit and To Wound in close combat.
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Frenzy of Violence
Any Orc unit joined by a Warchanter may re-roll 1's To Hit and To Wound in close combat.
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Frenzy of Violence
Any Orc unit joined by a Warchanter may re-roll 1's To Hit and To Wound in close combat.
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Frenzy of Violence
Any Orc unit joined by a Warchanter may re-roll 1's To Hit and To Wound in close combat.
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Frenzy of Violence
Any Orc unit joined by a Warchanter may re-roll 1's To Hit and To Wound in close combat.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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General
Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own, unless specified.
If your General has a Line of Sight value of 5 or more, then the range of their Inspiring Presence ability is increased by 6".
If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s LD.
If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat resolution. Otherwise, they will use their own LD.
Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General.
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Get on Wiv it!
Any unit within range of Azhag's Inspiring Presence that fails an Animosity test must immediately re-roll the dice.
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Get on Wiv it!
Any unit within range of Azhag's Inspiring Presence that fails an Animosity test must immediately re-roll the dice.
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Get on Wiv it!
Any unit within range of Azhag's Inspiring Presence that fails an Animosity test must immediately re-roll the dice.
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Get on Wiv it!
Any unit within range of Azhag's Inspiring Presence that fails an Animosity test must immediately re-roll the dice.
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Get on Wiv it!
Any unit within range of Azhag's Inspiring Presence that fails an Animosity test must immediately re-roll the dice.
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Get on Wiv it!
Any unit within range of Azhag's Inspiring Presence that fails an Animosity test must immediately re-roll the dice.
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Giant Explodin' Spores
If a Pump Wagon has giant explodin' spores, the first set of Impact Hits it inflicts in the game Ignores Armour saves.
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Giant Explodin' Spores
If a Pump Wagon has giant explodin' spores, the first set of Impact Hits it inflicts in the game Ignores Armour saves.
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Giant Explodin' Spores
If a Pump Wagon has giant explodin' spores, the first set of Impact Hits it inflicts in the game Ignores Armour saves.
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Giant Explodin' Spores
If a Pump Wagon has giant explodin' spores, the first set of Impact Hits it inflicts in the game Ignores Armour saves.
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Giant Explodin' Spores
If a Pump Wagon has giant explodin' spores, the first set of Impact Hits it inflicts in the game Ignores Armour saves.
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Giant Explodin' Spores
If a Pump Wagon has giant explodin' spores, the first set of Impact Hits it inflicts in the game Ignores Armour saves.
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Giant Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
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Giant Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
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Giant Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
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Giant Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
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Giant Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
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Giant Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Man-sized Things Chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Big Things Chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
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Gobbla
Skarsnik and Gobbla are treated as a single infantry model with a single set of wounds. Gobbla's profile is used only when he attacks.
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Gobbla
Skarsnik and Gobbla are treated as a single infantry model with a single set of wounds. Gobbla's profile is used only when he attacks.
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Gobbla
Skarsnik and Gobbla are treated as a single infantry model with a single set of wounds. Gobbla's profile is used only when he attacks.
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Gobbla
Skarsnik and Gobbla are treated as a single infantry model with a single set of wounds. Gobbla's profile is used only when he attacks.
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Gobbla
Skarsnik and Gobbla are treated as a single infantry model with a single set of wounds. Gobbla's profile is used only when he attacks.
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Gobbla
Skarsnik and Gobbla are treated as a single infantry model with a single set of wounds. Gobbla's profile is used only when he attacks.
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Goblin General
If your army includes Grom, he must be the Army General. In addition you may not include any Orc, Savage Orc or Black Orc Lords if Grom is your General. An army containing Grom must include at least one unit of Goblins.
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Goblin General
If your army includes Grom, he must be the Army General. In addition you may not include any Orc, Savage Orc or Black Orc Lords if Grom is your General. An army containing Grom must include at least one unit of Goblins.
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Goblin General
If your army includes Grom, he must be the Army General. In addition you may not include any Orc, Savage Orc or Black Orc Lords if Grom is your General. An army containing Grom must include at least one unit of Goblins.
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Goblin General
If your army includes Grom, he must be the Army General. In addition you may not include any Orc, Savage Orc or Black Orc Lords if Grom is your General. An army containing Grom must include at least one unit of Goblins.
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Goblin General
If your army includes Grom, he must be the Army General. In addition you may not include any Orc, Savage Orc or Black Orc Lords if Grom is your General. An army containing Grom must include at least one unit of Goblins.
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Goblin General
If your army includes Grom, he must be the Army General. In addition you may not include any Orc, Savage Orc or Black Orc Lords if Grom is your General. An army containing Grom must include at least one unit of Goblins.
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Goblin Jester
A Goblin Jester is placed in the front rank of the unit he is bought for and may never leave the unit.
Thje unit gains a +1 bonus to their LD characteristic and ignores Animosity as long as the Jester is alive.
On the downside however, Goblins are subject to Stupidity.
Enemies must re-roll successful To Hit rolls against Jesters in close combat.
At the start of each round of close combat in which a Goblin Jester is involved, roll a dice and consult the "You Annoying Little…" table.
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Goblin Jester
A Goblin Jester is placed in the front rank of the unit he is bought for and may never leave the unit.
Thje unit gains a +1 bonus to their LD characteristic and ignores Animosity as long as the Jester is alive.
On the downside however, Goblins are subject to Stupidity.
Enemies must re-roll successful To Hit rolls against Jesters in close combat.
At the start of each round of close combat in which a Goblin Jester is involved, roll a dice and consult the "You Annoying Little…" table.
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Goblin Jester
A Goblin Jester is placed in the front rank of the unit he is bought for and may never leave the unit.
Thje unit gains a +1 bonus to their LD characteristic and ignores Animosity as long as the Jester is alive.
On the downside however, Goblins are subject to Stupidity.
Enemies must re-roll successful To Hit rolls against Jesters in close combat.
At the start of each round of close combat in which a Goblin Jester is involved, roll a dice and consult the "You Annoying Little…" table.
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Goblin Jester
A Goblin Jester is placed in the front rank of the unit he is bought for and may never leave the unit.
Thje unit gains a +1 bonus to their LD characteristic and ignores Animosity as long as the Jester is alive.
On the downside however, Goblins are subject to Stupidity.
Enemies must re-roll successful To Hit rolls against Jesters in close combat.
At the start of each round of close combat in which a Goblin Jester is involved, roll a dice and consult the "You Annoying Little…" table.
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Goblin Jester
A Goblin Jester is placed in the front rank of the unit he is bought for and may never leave the unit.
Thje unit gains a +1 bonus to their LD characteristic and ignores Animosity as long as the Jester is alive.
On the downside however, Goblins are subject to Stupidity.
Enemies must re-roll successful To Hit rolls against Jesters in close combat.
At the start of each round of close combat in which a Goblin Jester is involved, roll a dice and consult the "You Annoying Little…" table.
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Goblin Jester
A Goblin Jester is placed in the front rank of the unit he is bought for and may never leave the unit.
Thje unit gains a +1 bonus to their LD characteristic and ignores Animosity as long as the Jester is alive.
On the downside however, Goblins are subject to Stupidity.
Enemies must re-roll successful To Hit rolls against Jesters in close combat.
At the start of each round of close combat in which a Goblin Jester is involved, roll a dice and consult the "You Annoying Little…" table.
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Gone Crazy!
Mangler Squigs that make a Ker-Splat! attack Go Crazy. Once Mangler Squigs have Gone Crazy they will move in a random direction when they move in the Compulsory Moves sub-phase.
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Gone Crazy!
Mangler Squigs that make a Ker-Splat! attack Go Crazy. Once Mangler Squigs have Gone Crazy they will move in a random direction when they move in the Compulsory Moves sub-phase.
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Gone Crazy!
Mangler Squigs that make a Ker-Splat! attack Go Crazy. Once Mangler Squigs have Gone Crazy they will move in a random direction when they move in the Compulsory Moves sub-phase.
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Gone Crazy!
Mangler Squigs that make a Ker-Splat! attack Go Crazy. Once Mangler Squigs have Gone Crazy they will move in a random direction when they move in the Compulsory Moves sub-phase.
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Gone Crazy!
Mangler Squigs that make a Ker-Splat! attack Go Crazy. Once Mangler Squigs have Gone Crazy they will move in a random direction when they move in the Compulsory Moves sub-phase.
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Gone Crazy!
Mangler Squigs that make a Ker-Splat! attack Go Crazy. Once Mangler Squigs have Gone Crazy they will move in a random direction when they move in the Compulsory Moves sub-phase.
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Greenskin Races
Characters may only join units of the same race (such as Orc, Savage Orc, Black Orc, Goblin, Forest Goblin, Night Goblin or Snotling). Black Orc characters may still join units of Orcs, however.
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Greenskin Races
Characters may only join units of the same race (such as Orc, Savage Orc, Black Orc, Goblin, Forest Goblin, Night Goblin or Snotling). Black Orc characters may still join units of Orcs, however.
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Greenskin Races
Characters may only join units of the same race (such as Orc, Savage Orc, Black Orc, Goblin, Forest Goblin, Night Goblin or Snotling). Black Orc characters may still join units of Orcs, however.
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Greenskin Races
Characters may only join units of the same race (such as Orc, Savage Orc, Black Orc, Goblin, Forest Goblin, Night Goblin or Snotling). Black Orc characters may still join units of Orcs, however.
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Greenskin Races
Characters may only join units of the same race (such as Orc, Savage Orc, Black Orc, Goblin, Forest Goblin, Night Goblin or Snotling). Black Orc characters may still join units of Orcs, however.
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Greenskin Races
Characters may only join units of the same race (such as Orc, Savage Orc, Black Orc, Goblin, Forest Goblin, Night Goblin or Snotling). Black Orc characters may still join units of Orcs, however.
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Grom's Waaagh!
Grom has the Waaagh! rule. When Grom calls a Waaagh!, in addition to the units that would normally be affected, every unit of five or more Goblins, Goblin Wolf Riders, Night Goblins, Forest Goblins and Forest Goblin Spider Riders in the army adds +1 to its combat resolution for the rest of the player turn.
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Grom's Waaagh!
Grom has the Waaagh! rule. When Grom calls a Waaagh!, in addition to the units that would normally be affected, every unit of five or more Goblins, Goblin Wolf Riders, Night Goblins, Forest Goblins and Forest Goblin Spider Riders in the army adds +1 to its combat resolution for the rest of the player turn.
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Grom's Waaagh!
Grom has the Waaagh! rule. When Grom calls a Waaagh!, in addition to the units that would normally be affected, every unit of five or more Goblins, Goblin Wolf Riders, Night Goblins, Forest Goblins and Forest Goblin Spider Riders in the army adds +1 to its combat resolution for the rest of the player turn.
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Grom's Waaagh!
Grom has the Waaagh! rule. When Grom calls a Waaagh!, in addition to the units that would normally be affected, every unit of five or more Goblins, Goblin Wolf Riders, Night Goblins, Forest Goblins and Forest Goblin Spider Riders in the army adds +1 to its combat resolution for the rest of the player turn.
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Grom's Waaagh!
Grom has the Waaagh! rule. When Grom calls a Waaagh!, in addition to the units that would normally be affected, every unit of five or more Goblins, Goblin Wolf Riders, Night Goblins, Forest Goblins and Forest Goblin Spider Riders in the army adds +1 to its combat resolution for the rest of the player turn.
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Grom's Waaagh!
Grom has the Waaagh! rule. When Grom calls a Waaagh!, in addition to the units that would normally be affected, every unit of five or more Goblins, Goblin Wolf Riders, Night Goblins, Forest Goblins and Forest Goblin Spider Riders in the army adds +1 to its combat resolution for the rest of the player turn.
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Hatred
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Haine
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hass
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Odio
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Odio
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Dwarfs)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Dwarfs)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Dwarfs)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Dwarfs)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Dwarfs)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Dwarfs)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Empire)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Empire)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Empire)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Empire)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Empire)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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Hatred (Empire)
A model striking a hated foe in close combat re-rolls all failed To Hit rolls during the first round of combat. Sometimes a model will only Hate a specific foe. Where this is the case, the type of foe will be expressed in the brackets. In the case an enemy hates a certain faction, they have Hatred against all models from that army book. In addition, they must also re-roll successful rolls to restrain from pursuit against enemies they have Hatred against. If a unit would gain Hatred in a round of close combat after the first for any reason, treat this as the first round of combat for that purpose.
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He's da Boss
If your army includes Grimgor, he must be the Army General.
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He's da Boss
If your army includes Grimgor, he must be the Army General.
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He's da Boss
If your army includes Grimgor, he must be the Army General.
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He's da Boss
If your army includes Grimgor, he must be the Army General.
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He's da Boss
If your army includes Grimgor, he must be the Army General.
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He's da Boss
If your army includes Grimgor, he must be the Army General.
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Hide in units
Fanatics deploy following the rules for Hidden models. However, they are not revealed like other Hidden models, but instead follow the rules in Release the Fanatics!.
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Hide in units
Fanatics deploy following the rules for Hidden models. However, they are not revealed like other Hidden models, but instead follow the rules in Release the Fanatics!.
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Hide in units
Fanatics deploy following the rules for Hidden models. However, they are not revealed like other Hidden models, but instead follow the rules in Release the Fanatics!.
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Hide in units
Fanatics deploy following the rules for Hidden models. However, they are not revealed like other Hidden models, but instead follow the rules in Release the Fanatics!.
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Hide in units
Fanatics deploy following the rules for Hidden models. However, they are not revealed like other Hidden models, but instead follow the rules in Release the Fanatics!.
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Hide in units
Fanatics deploy following the rules for Hidden models. However, they are not revealed like other Hidden models, but instead follow the rules in Release the Fanatics!.
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Hunting Team
The models in a unit of Night Goblin Squig Hunters may be armed with number of different weapons. This is represented by including one or more models with that weapon in the unit. If the unit includes Nets the unit follows the rules for Netters. If the unit includes Clubs all models fight with +1 S in close combat. If the unit includes Prodders all models gain Fight in Extra Ranks (1).
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Hunting Team
The models in a unit of Night Goblin Squig Hunters may be armed with number of different weapons. This is represented by including one or more models with that weapon in the unit. If the unit includes Nets the unit follows the rules for Netters. If the unit includes Clubs all models fight with +1 S in close combat. If the unit includes Prodders all models gain Fight in Extra Ranks (1).
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Hunting Team
The models in a unit of Night Goblin Squig Hunters may be armed with number of different weapons. This is represented by including one or more models with that weapon in the unit. If the unit includes Nets the unit follows the rules for Netters. If the unit includes Clubs all models fight with +1 S in close combat. If the unit includes Prodders all models gain Fight in Extra Ranks (1).
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Hunting Team
The models in a unit of Night Goblin Squig Hunters may be armed with number of different weapons. This is represented by including one or more models with that weapon in the unit. If the unit includes Nets the unit follows the rules for Netters. If the unit includes Clubs all models fight with +1 S in close combat. If the unit includes Prodders all models gain Fight in Extra Ranks (1).
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Hunting Team
The models in a unit of Night Goblin Squig Hunters may be armed with number of different weapons. This is represented by including one or more models with that weapon in the unit. If the unit includes Nets the unit follows the rules for Netters. If the unit includes Clubs all models fight with +1 S in close combat. If the unit includes Prodders all models gain Fight in Extra Ranks (1).
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Hunting Team
The models in a unit of Night Goblin Squig Hunters may be armed with number of different weapons. This is represented by including one or more models with that weapon in the unit. If the unit includes Nets the unit follows the rules for Netters. If the unit includes Clubs all models fight with +1 S in close combat. If the unit includes Prodders all models gain Fight in Extra Ranks (1).
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Immunity (Psychology)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology
test).
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Immunisé (Psycologie)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology
test).
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Immunity (Psychology)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology
test).
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Immunity (Psychology)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology
test).
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Immunity (Psychology)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology
test).
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Immunity (Psychology)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology
test).
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Immunity (Fear)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
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Immunity (Fear)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
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Immunity (Fear)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
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Immunity (Fear)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
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Immunity (Fear)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
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Immunity (Fear)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
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Immunity (Poisoned Attacks)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
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Immunity (Poisoned Attacks)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
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Immunity (Poisoned Attacks)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
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Immunity (Poisoned Attacks)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
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Immunity (Poisoned Attacks)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
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Immunity (Poisoned Attacks)
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal.
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Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (1)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (2D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (2D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (2D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (2D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (2D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (2D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Impact Hits (D6)
The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set, rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each model.
Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged. Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.
Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits.
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Unbreakable
Models with this rule have Immunity (Psychology) and pass Break tests automatically. However, they may never choose Flee! as a charge reaction.
Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character is Unstable or was to become temporarily Unbreakable for some reason).
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Indémoralisable
Models with this rule have Immunity (Psychology) and pass Break tests automatically. However, they may never choose Flee! as a charge reaction.
Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character is Unstable or was to become temporarily Unbreakable for some reason).
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Unerschütterlich
Models with this rule have Immunity (Psychology) and pass Break tests automatically. However, they may never choose Flee! as a charge reaction.
Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character is Unstable or was to become temporarily Unbreakable for some reason).
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Unbreakable
Models with this rule have Immunity (Psychology) and pass Break tests automatically. However, they may never choose Flee! as a charge reaction.
Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character is Unstable or was to become temporarily Unbreakable for some reason).
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Indesmoralizable
Models with this rule have Immunity (Psychology) and pass Break tests automatically. However, they may never choose Flee! as a charge reaction.
Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character is Unstable or was to become temporarily Unbreakable for some reason).
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Irriducibile
Models with this rule have Immunity (Psychology) and pass Break tests automatically. However, they may never choose Flee! as a charge reaction.
Characters that are Unbreakable may only join units that are also Unbreakable, and characters that are not Unbreakable are not permitted to join units that are Unbreakable (even if a character is Unstable or was to become temporarily Unbreakable for some reason).
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Unstable
Unstable units are Unbreakable, and suffer one extra Wound for every point they have lost of the round of combat by, with no saves of any kind permitted against these wounds. If an Unstable unit would normally be eligible to be Steadfast, they instead suffer 1 less Wound than they would normally do.
Unlike Unbreakable units, Unstable characters may join Unstable units. If an Unstable unit also contains Unstable characters, the controlling player first allocates wounds to the unit, then divides any remaining wounds (if any) as equally as possible amongst the characters.
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Instable
Unstable units are Unbreakable, and suffer one extra Wound for every point they have lost of the round of combat by, with no saves of any kind permitted against these wounds. If an Unstable unit would normally be eligible to be Steadfast, they instead suffer 1 less Wound than they would normally do.
Unlike Unbreakable units, Unstable characters may join Unstable units. If an Unstable unit also contains Unstable characters, the controlling player first allocates wounds to the unit, then divides any remaining wounds (if any) as equally as possible amongst the characters.
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Instabil
Unstable units are Unbreakable, and suffer one extra Wound for every point they have lost of the round of combat by, with no saves of any kind permitted against these wounds. If an Unstable unit would normally be eligible to be Steadfast, they instead suffer 1 less Wound than they would normally do.
Unlike Unbreakable units, Unstable characters may join Unstable units. If an Unstable unit also contains Unstable characters, the controlling player first allocates wounds to the unit, then divides any remaining wounds (if any) as equally as possible amongst the characters.
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Unstable
Unstable units are Unbreakable, and suffer one extra Wound for every point they have lost of the round of combat by, with no saves of any kind permitted against these wounds. If an Unstable unit would normally be eligible to be Steadfast, they instead suffer 1 less Wound than they would normally do.
Unlike Unbreakable units, Unstable characters may join Unstable units. If an Unstable unit also contains Unstable characters, the controlling player first allocates wounds to the unit, then divides any remaining wounds (if any) as equally as possible amongst the characters.
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Inestable
Unstable units are Unbreakable, and suffer one extra Wound for every point they have lost of the round of combat by, with no saves of any kind permitted against these wounds. If an Unstable unit would normally be eligible to be Steadfast, they instead suffer 1 less Wound than they would normally do.
Unlike Unbreakable units, Unstable characters may join Unstable units. If an Unstable unit also contains Unstable characters, the controlling player first allocates wounds to the unit, then divides any remaining wounds (if any) as equally as possible amongst the characters.
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Instabile
Unstable units are Unbreakable, and suffer one extra Wound for every point they have lost of the round of combat by, with no saves of any kind permitted against these wounds. If an Unstable unit would normally be eligible to be Steadfast, they instead suffer 1 less Wound than they would normally do.
Unlike Unbreakable units, Unstable characters may join Unstable units. If an Unstable unit also contains Unstable characters, the controlling player first allocates wounds to the unit, then divides any remaining wounds (if any) as equally as possible amongst the characters.
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Keep Your Enemies Closer
If your army includes Grimgor, then you may never deploy Borgut further than 6" from him when setting up your army.
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Keep Your Enemies Closer
If your army includes Grimgor, then you may never deploy Borgut further than 6" from him when setting up your army.
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Keep Your Enemies Closer
If your army includes Grimgor, then you may never deploy Borgut further than 6" from him when setting up your army.
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Keep Your Enemies Closer
If your army includes Grimgor, then you may never deploy Borgut further than 6" from him when setting up your army.
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Keep Your Enemies Closer
If your army includes Grimgor, then you may never deploy Borgut further than 6" from him when setting up your army.
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Keep Your Enemies Closer
If your army includes Grimgor, then you may never deploy Borgut further than 6" from him when setting up your army.
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Ker-splat!
If the Mangler Squigs' move would bring them into contact with another unit, then they move through rather than stopping. If the Mangler Squigs' move would end within a unit, then they automatically bounce through it – place the Mangler Squigs 1" beyond the unit, in the direction in which they were moving.
When Mangler Squigs move through a unit (friend or foe) they inflict 2D6 S 6 hits.
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Ker-splat!
If the Mangler Squigs' move would bring them into contact with another unit, then they move through rather than stopping. If the Mangler Squigs' move would end within a unit, then they automatically bounce through it – place the Mangler Squigs 1" beyond the unit, in the direction in which they were moving.
When Mangler Squigs move through a unit (friend or foe) they inflict 2D6 S 6 hits.
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Ker-splat!
If the Mangler Squigs' move would bring them into contact with another unit, then they move through rather than stopping. If the Mangler Squigs' move would end within a unit, then they automatically bounce through it – place the Mangler Squigs 1" beyond the unit, in the direction in which they were moving.
When Mangler Squigs move through a unit (friend or foe) they inflict 2D6 S 6 hits.
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Ker-splat!
If the Mangler Squigs' move would bring them into contact with another unit, then they move through rather than stopping. If the Mangler Squigs' move would end within a unit, then they automatically bounce through it – place the Mangler Squigs 1" beyond the unit, in the direction in which they were moving.
When Mangler Squigs move through a unit (friend or foe) they inflict 2D6 S 6 hits.
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Ker-splat!
If the Mangler Squigs' move would bring them into contact with another unit, then they move through rather than stopping. If the Mangler Squigs' move would end within a unit, then they automatically bounce through it – place the Mangler Squigs 1" beyond the unit, in the direction in which they were moving.
When Mangler Squigs move through a unit (friend or foe) they inflict 2D6 S 6 hits.
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Ker-splat!
If the Mangler Squigs' move would bring them into contact with another unit, then they move through rather than stopping. If the Mangler Squigs' move would end within a unit, then they automatically bounce through it – place the Mangler Squigs 1" beyond the unit, in the direction in which they were moving.
When Mangler Squigs move through a unit (friend or foe) they inflict 2D6 S 6 hits.
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Killing Blow
If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal.
Killing Blow is only effective against Infantry, Cavalry and War beasts. Against other troop types, a successful Killing Blow only inflicts one Wound which Ignores Armour saves and Regeneration.
Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks.
For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted.
Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.
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Killing Blow
If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal.
Killing Blow is only effective against Infantry, Cavalry and War beasts. Against other troop types, a successful Killing Blow only inflicts one Wound which Ignores Armour saves and Regeneration.
Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks.
For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted.
Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.
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Killing Blow
If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal.
Killing Blow is only effective against Infantry, Cavalry and War beasts. Against other troop types, a successful Killing Blow only inflicts one Wound which Ignores Armour saves and Regeneration.
Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks.
For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted.
Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.
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Killing Blow
If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal.
Killing Blow is only effective against Infantry, Cavalry and War beasts. Against other troop types, a successful Killing Blow only inflicts one Wound which Ignores Armour saves and Regeneration.
Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks.
For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted.
Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.
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Killing Blow
If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal.
Killing Blow is only effective against Infantry, Cavalry and War beasts. Against other troop types, a successful Killing Blow only inflicts one Wound which Ignores Armour saves and Regeneration.
Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks.
For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted.
Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.
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Killing Blow
If a model with Killing Blow rolls a 6 to wound in close combat, they automatically slay their opponent – regardless of the number of wounds on the victim's profile. Armour saves and regeneration saves cannot be taken against a Killing Blow. Ward saves may be taken as normal.
Killing Blow is only effective against Infantry, Cavalry and War beasts. Against other troop types, a successful Killing Blow only inflicts one Wound which Ignores Armour saves and Regeneration.
Note that if a Killing Blow attack wounds automatically, then Killing Blow does not come into play. Unless otherwise specified, Killing Blow applies only to close combat attacks.
For the purposes of combat resolution, successful Killing Blows score the same amount of Wounds as the slain model had remaining until the point of the Killing Blow was inflicted.
Unless specified, Killing Blow only applies to the model's normal Close Combat attacks.
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Loners
The only unit a Night Goblin character mounted on a Great Cave Squig is allowed to join is a Squig Hopper unit. He is allowed to do this even though characters are not normally allowed to join Squig Hopper units.
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Loners
The only unit a Night Goblin character mounted on a Great Cave Squig is allowed to join is a Squig Hopper unit. He is allowed to do this even though characters are not normally allowed to join Squig Hopper units.
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Loners
The only unit a Night Goblin character mounted on a Great Cave Squig is allowed to join is a Squig Hopper unit. He is allowed to do this even though characters are not normally allowed to join Squig Hopper units.
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Loners
The only unit a Night Goblin character mounted on a Great Cave Squig is allowed to join is a Squig Hopper unit. He is allowed to do this even though characters are not normally allowed to join Squig Hopper units.
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Loners
The only unit a Night Goblin character mounted on a Great Cave Squig is allowed to join is a Squig Hopper unit. He is allowed to do this even though characters are not normally allowed to join Squig Hopper units.
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Loners
The only unit a Night Goblin character mounted on a Great Cave Squig is allowed to join is a Squig Hopper unit. He is allowed to do this even though characters are not normally allowed to join Squig Hopper units.
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Magic Mushrooms
Each time they attempt to cast a spell, after the casting dice have been rolled a Night Goblin Shaman may eat a Magic Mushroom. This adds D6 to the casting result. This dice does not count as a power dice, and cannot contribute to Unlimited Power. However, if you roll a 1 on this dice you must roll a further D6. On a roll of 4+ nothing else happens, but on a roll of 1-3 the Shaman suffers a wound with no armour saves allowed, and the spell automatically fails.
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Magic Mushrooms
Each time they attempt to cast a spell, after the casting dice have been rolled a Night Goblin Shaman may eat a Magic Mushroom. This adds D6 to the casting result. This dice does not count as a power dice, and cannot contribute to Unlimited Power. However, if you roll a 1 on this dice you must roll a further D6. On a roll of 4+ nothing else happens, but on a roll of 1-3 the Shaman suffers a wound with no armour saves allowed, and the spell automatically fails.
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Magic Mushrooms
Each time they attempt to cast a spell, after the casting dice have been rolled a Night Goblin Shaman may eat a Magic Mushroom. This adds D6 to the casting result. This dice does not count as a power dice, and cannot contribute to Unlimited Power. However, if you roll a 1 on this dice you must roll a further D6. On a roll of 4+ nothing else happens, but on a roll of 1-3 the Shaman suffers a wound with no armour saves allowed, and the spell automatically fails.
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Magic Mushrooms
Each time they attempt to cast a spell, after the casting dice have been rolled a Night Goblin Shaman may eat a Magic Mushroom. This adds D6 to the casting result. This dice does not count as a power dice, and cannot contribute to Unlimited Power. However, if you roll a 1 on this dice you must roll a further D6. On a roll of 4+ nothing else happens, but on a roll of 1-3 the Shaman suffers a wound with no armour saves allowed, and the spell automatically fails.
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Magic Mushrooms
Each time they attempt to cast a spell, after the casting dice have been rolled a Night Goblin Shaman may eat a Magic Mushroom. This adds D6 to the casting result. This dice does not count as a power dice, and cannot contribute to Unlimited Power. However, if you roll a 1 on this dice you must roll a further D6. On a roll of 4+ nothing else happens, but on a roll of 1-3 the Shaman suffers a wound with no armour saves allowed, and the spell automatically fails.
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Magic Mushrooms
Each time they attempt to cast a spell, after the casting dice have been rolled a Night Goblin Shaman may eat a Magic Mushroom. This adds D6 to the casting result. This dice does not count as a power dice, and cannot contribute to Unlimited Power. However, if you roll a 1 on this dice you must roll a further D6. On a roll of 4+ nothing else happens, but on a roll of 1-3 the Shaman suffers a wound with no armour saves allowed, and the spell automatically fails.
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Magic Resistance (3)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.
If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
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Magic Resistance (3)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.
If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
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Magic Resistance (3)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.
If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
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Magic Resistance (3)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.
If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
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Magic Resistance (3)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.
If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
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Magic Resistance (3)
A model with Magic Resistance gains a bonus to dispel enemy spells directly targeting it (not including templates that are placed on top of it) as well as a Ward save against damage caused by spells. This bonus is based on the number shown in brackets after Magic Resistance. Note that Magical Resistance does not offer protection against Miscasts.
If a character with Magic Resistance joins a unit, all models in the unit benefit from the Magic Resistance as long as they are part of the unit. If a model or unit has two sets of Magic Resistance, the two combine to a maximum of Magic Resistance (3), unless specified.
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Mixed Unit
A Mixed Unit most often consist of two different Troop Types, with one or more handlers that drive the rest of the unit forward. The handler(s) must be deployed in the rear rank(s) of the unit, as centrally as possible. Mixed Units cannot be joined by characters, unless specified.
If a Mixed unit is required to take a characteristic test, this is done using the characteristics of the unit itself, not the handlers. The only exception is LD tests, which are taken using the unit’s highest LD value. When the models in a unit with Mixed Unit have different M allowances, the handlers M value is ignored, unless they are the only models remaining. Any special rules that the unit might have do not apply to the Handlers unless specified. Note that if the unit has Expendable, Swiftstride or Vanguard, this also applies to the Handlers.
As long as the unit (but not the handlers) have a unit strength of 5 or more, any missile hits are resolved against the unit itself. At less than unit strength 5, the controlling player decides who is hit, but must allocate one hit on each model before they can add a second hit on a model; they must allocate two hits on each model before they can allocate a third, and so on. Hits from templates are resolved against the handlers as normal. In close combat, the handlers can only be attacked by models who are in base contact with them.
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Mixed Unit
A Mixed Unit most often consist of two different Troop Types, with one or more handlers that drive the rest of the unit forward. The handler(s) must be deployed in the rear rank(s) of the unit, as centrally as possible. Mixed Units cannot be joined by characters, unless specified.
If a Mixed unit is required to take a characteristic test, this is done using the characteristics of the unit itself, not the handlers. The only exception is LD tests, which are taken using the unit’s highest LD value. When the models in a unit with Mixed Unit have different M allowances, the handlers M value is ignored, unless they are the only models remaining. Any special rules that the unit might have do not apply to the Handlers unless specified. Note that if the unit has Expendable, Swiftstride or Vanguard, this also applies to the Handlers.
As long as the unit (but not the handlers) have a unit strength of 5 or more, any missile hits are resolved against the unit itself. At less than unit strength 5, the controlling player decides who is hit, but must allocate one hit on each model before they can add a second hit on a model; they must allocate two hits on each model before they can allocate a third, and so on. Hits from templates are resolved against the handlers as normal. In close combat, the handlers can only be attacked by models who are in base contact with them.
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Mixed Unit
A Mixed Unit most often consist of two different Troop Types, with one or more handlers that drive the rest of the unit forward. The handler(s) must be deployed in the rear rank(s) of the unit, as centrally as possible. Mixed Units cannot be joined by characters, unless specified.
If a Mixed unit is required to take a characteristic test, this is done using the characteristics of the unit itself, not the handlers. The only exception is LD tests, which are taken using the unit’s highest LD value. When the models in a unit with Mixed Unit have different M allowances, the handlers M value is ignored, unless they are the only models remaining. Any special rules that the unit might have do not apply to the Handlers unless specified. Note that if the unit has Expendable, Swiftstride or Vanguard, this also applies to the Handlers.
As long as the unit (but not the handlers) have a unit strength of 5 or more, any missile hits are resolved against the unit itself. At less than unit strength 5, the controlling player decides who is hit, but must allocate one hit on each model before they can add a second hit on a model; they must allocate two hits on each model before they can allocate a third, and so on. Hits from templates are resolved against the handlers as normal. In close combat, the handlers can only be attacked by models who are in base contact with them.
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Mixed Unit
A Mixed Unit most often consist of two different Troop Types, with one or more handlers that drive the rest of the unit forward. The handler(s) must be deployed in the rear rank(s) of the unit, as centrally as possible. Mixed Units cannot be joined by characters, unless specified.
If a Mixed unit is required to take a characteristic test, this is done using the characteristics of the unit itself, not the handlers. The only exception is LD tests, which are taken using the unit’s highest LD value. When the models in a unit with Mixed Unit have different M allowances, the handlers M value is ignored, unless they are the only models remaining. Any special rules that the unit might have do not apply to the Handlers unless specified. Note that if the unit has Expendable, Swiftstride or Vanguard, this also applies to the Handlers.
As long as the unit (but not the handlers) have a unit strength of 5 or more, any missile hits are resolved against the unit itself. At less than unit strength 5, the controlling player decides who is hit, but must allocate one hit on each model before they can add a second hit on a model; they must allocate two hits on each model before they can allocate a third, and so on. Hits from templates are resolved against the handlers as normal. In close combat, the handlers can only be attacked by models who are in base contact with them.
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Mixed Unit
A Mixed Unit most often consist of two different Troop Types, with one or more handlers that drive the rest of the unit forward. The handler(s) must be deployed in the rear rank(s) of the unit, as centrally as possible. Mixed Units cannot be joined by characters, unless specified.
If a Mixed unit is required to take a characteristic test, this is done using the characteristics of the unit itself, not the handlers. The only exception is LD tests, which are taken using the unit’s highest LD value. When the models in a unit with Mixed Unit have different M allowances, the handlers M value is ignored, unless they are the only models remaining. Any special rules that the unit might have do not apply to the Handlers unless specified. Note that if the unit has Expendable, Swiftstride or Vanguard, this also applies to the Handlers.
As long as the unit (but not the handlers) have a unit strength of 5 or more, any missile hits are resolved against the unit itself. At less than unit strength 5, the controlling player decides who is hit, but must allocate one hit on each model before they can add a second hit on a model; they must allocate two hits on each model before they can allocate a third, and so on. Hits from templates are resolved against the handlers as normal. In close combat, the handlers can only be attacked by models who are in base contact with them.
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Mixed Unit
A Mixed Unit most often consist of two different Troop Types, with one or more handlers that drive the rest of the unit forward. The handler(s) must be deployed in the rear rank(s) of the unit, as centrally as possible. Mixed Units cannot be joined by characters, unless specified.
If a Mixed unit is required to take a characteristic test, this is done using the characteristics of the unit itself, not the handlers. The only exception is LD tests, which are taken using the unit’s highest LD value. When the models in a unit with Mixed Unit have different M allowances, the handlers M value is ignored, unless they are the only models remaining. Any special rules that the unit might have do not apply to the Handlers unless specified. Note that if the unit has Expendable, Swiftstride or Vanguard, this also applies to the Handlers.
As long as the unit (but not the handlers) have a unit strength of 5 or more, any missile hits are resolved against the unit itself. At less than unit strength 5, the controlling player decides who is hit, but must allocate one hit on each model before they can add a second hit on a model; they must allocate two hits on each model before they can allocate a third, and so on. Hits from templates are resolved against the handlers as normal. In close combat, the handlers can only be attacked by models who are in base contact with them.
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Mooncap Mushrooms
At the start of your movement phase, as long as it is not in close combat or fleeing, you can say that this unit is harvesting mooncap mushrooms. If you do so, it cannot move in that movement phase, but you can roll a D6. On a 2+, pick a friendly Night Goblin unit (of any type) within 6" of this unit. This unit gains Frenzy until the start of your next turn.
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Mooncap Mushrooms
At the start of your movement phase, as long as it is not in close combat or fleeing, you can say that this unit is harvesting mooncap mushrooms. If you do so, it cannot move in that movement phase, but you can roll a D6. On a 2+, pick a friendly Night Goblin unit (of any type) within 6" of this unit. This unit gains Frenzy until the start of your next turn.
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Mooncap Mushrooms
At the start of your movement phase, as long as it is not in close combat or fleeing, you can say that this unit is harvesting mooncap mushrooms. If you do so, it cannot move in that movement phase, but you can roll a D6. On a 2+, pick a friendly Night Goblin unit (of any type) within 6" of this unit. This unit gains Frenzy until the start of your next turn.
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Mooncap Mushrooms
At the start of your movement phase, as long as it is not in close combat or fleeing, you can say that this unit is harvesting mooncap mushrooms. If you do so, it cannot move in that movement phase, but you can roll a D6. On a 2+, pick a friendly Night Goblin unit (of any type) within 6" of this unit. This unit gains Frenzy until the start of your next turn.
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Mooncap Mushrooms
At the start of your movement phase, as long as it is not in close combat or fleeing, you can say that this unit is harvesting mooncap mushrooms. If you do so, it cannot move in that movement phase, but you can roll a D6. On a 2+, pick a friendly Night Goblin unit (of any type) within 6" of this unit. This unit gains Frenzy until the start of your next turn.
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Mooncap Mushrooms
At the start of your movement phase, as long as it is not in close combat or fleeing, you can say that this unit is harvesting mooncap mushrooms. If you do so, it cannot move in that movement phase, but you can roll a D6. On a 2+, pick a friendly Night Goblin unit (of any type) within 6" of this unit. This unit gains Frenzy until the start of your next turn.
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Mork's Favorite
Being Mork's current favourite, Wurrzag adds +1 to cast spells, and may re-roll miscast results.
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Mork's Favorite
Being Mork's current favourite, Wurrzag adds +1 to cast spells, and may re-roll miscast results.
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Mork's Favorite
Being Mork's current favourite, Wurrzag adds +1 to cast spells, and may re-roll miscast results.
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Mork's Favorite
Being Mork's current favourite, Wurrzag adds +1 to cast spells, and may re-roll miscast results.
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Mork's Favorite
Being Mork's current favourite, Wurrzag adds +1 to cast spells, and may re-roll miscast results.
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Mork's Favorite
Being Mork's current favourite, Wurrzag adds +1 to cast spells, and may re-roll miscast results.
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Random Movement (3D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Mouvement aléatoire (3D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Random Movement (3D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Random Movement (3D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Random Movement (3D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Random Movement (3D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Musician
"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.
"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.
Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:
A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.
A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.
A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
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Musicien
"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.
"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.
Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:
A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.
A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.
A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
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Musician
"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.
"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.
Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:
A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.
A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.
A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
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Musician
"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.
"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.
Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:
A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.
A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.
A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
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Musician
"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.
"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.
Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:
A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.
A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.
A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
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Musician
"Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician also, in which case they cancel each other out.
"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally. Fast Cavalry and Skirmishers that have fled using Feigned Flight automatically rallies.
Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift reform is treated exactly like a reform manoeuvre, however the following exceptions apply:
A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by pivoting like a lone model.
A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note that a unit that carries out a swift reform cannot march.
A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons.
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Natural Armour (3+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (3+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (3+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (3+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (3+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (3+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (4+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (4+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (4+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (4+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (4+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (4+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (6+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (6+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (6+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (6+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (6+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Armour (6+)
The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save will be stated in brackets. Natural Armour can be combined with other armour as normal.
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Natural Leader
If your army includes Morglum, he must be the Army General.
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Natural Leader
If your army includes Morglum, he must be the Army General.
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Natural Leader
If your army includes Morglum, he must be the Army General.
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Natural Leader
If your army includes Morglum, he must be the Army General.
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Natural Leader
If your army includes Morglum, he must be the Army General.
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Natural Leader
If your army includes Morglum, he must be the Army General.
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Netters
A unit of Night Goblins may be upgraded to include one or more models of Netters. This is represented by including one or more Netter models in the unit. Netters are equipped and may fight like the rest of the unit. At the start of each round of close combat, the Netters must attempt to entangle one of the units they are fighting in their front arc. Roll a D3 for each of the first three ranks of 5 or more models in your unit; the result is the number of enemy models has become entangled (distributed as hits from shooting, but only affecting models that are allowed to strike). However, for each natural 1 rolled on these dice, the Netters have managed to cast the nets amongst their own ranks and entangle a member of their own unit instead. A model that has been entangled suffers a -1 penalty to their A (this applies to both the rider and the mount) until the end of the close combat round.
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Netters
A unit of Night Goblins may be upgraded to include one or more models of Netters. This is represented by including one or more Netter models in the unit. Netters are equipped and may fight like the rest of the unit. At the start of each round of close combat, the Netters must attempt to entangle one of the units they are fighting in their front arc. Roll a D3 for each of the first three ranks of 5 or more models in your unit; the result is the number of enemy models has become entangled (distributed as hits from shooting, but only affecting models that are allowed to strike). However, for each natural 1 rolled on these dice, the Netters have managed to cast the nets amongst their own ranks and entangle a member of their own unit instead. A model that has been entangled suffers a -1 penalty to their A (this applies to both the rider and the mount) until the end of the close combat round.
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Netters
A unit of Night Goblins may be upgraded to include one or more models of Netters. This is represented by including one or more Netter models in the unit. Netters are equipped and may fight like the rest of the unit. At the start of each round of close combat, the Netters must attempt to entangle one of the units they are fighting in their front arc. Roll a D3 for each of the first three ranks of 5 or more models in your unit; the result is the number of enemy models has become entangled (distributed as hits from shooting, but only affecting models that are allowed to strike). However, for each natural 1 rolled on these dice, the Netters have managed to cast the nets amongst their own ranks and entangle a member of their own unit instead. A model that has been entangled suffers a -1 penalty to their A (this applies to both the rider and the mount) until the end of the close combat round.
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Netters
A unit of Night Goblins may be upgraded to include one or more models of Netters. This is represented by including one or more Netter models in the unit. Netters are equipped and may fight like the rest of the unit. At the start of each round of close combat, the Netters must attempt to entangle one of the units they are fighting in their front arc. Roll a D3 for each of the first three ranks of 5 or more models in your unit; the result is the number of enemy models has become entangled (distributed as hits from shooting, but only affecting models that are allowed to strike). However, for each natural 1 rolled on these dice, the Netters have managed to cast the nets amongst their own ranks and entangle a member of their own unit instead. A model that has been entangled suffers a -1 penalty to their A (this applies to both the rider and the mount) until the end of the close combat round.
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Netters
A unit of Night Goblins may be upgraded to include one or more models of Netters. This is represented by including one or more Netter models in the unit. Netters are equipped and may fight like the rest of the unit. At the start of each round of close combat, the Netters must attempt to entangle one of the units they are fighting in their front arc. Roll a D3 for each of the first three ranks of 5 or more models in your unit; the result is the number of enemy models has become entangled (distributed as hits from shooting, but only affecting models that are allowed to strike). However, for each natural 1 rolled on these dice, the Netters have managed to cast the nets amongst their own ranks and entangle a member of their own unit instead. A model that has been entangled suffers a -1 penalty to their A (this applies to both the rider and the mount) until the end of the close combat round.
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Netters
A unit of Night Goblins may be upgraded to include one or more models of Netters. This is represented by including one or more Netter models in the unit. Netters are equipped and may fight like the rest of the unit. At the start of each round of close combat, the Netters must attempt to entangle one of the units they are fighting in their front arc. Roll a D3 for each of the first three ranks of 5 or more models in your unit; the result is the number of enemy models has become entangled (distributed as hits from shooting, but only affecting models that are allowed to strike). However, for each natural 1 rolled on these dice, the Netters have managed to cast the nets amongst their own ranks and entangle a member of their own unit instead. A model that has been entangled suffers a -1 penalty to their A (this applies to both the rider and the mount) until the end of the close combat round.
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Niblet
Niblet counts as the army's Battle Standard Bearer. Niblet is part of the chariot model and, although he can attack, he can never be engaged separately or issue or accept challenges. If the chariot is destroyed, then Niblet and the banner are lost too.
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Niblet
Niblet counts as the army's Battle Standard Bearer. Niblet is part of the chariot model and, although he can attack, he can never be engaged separately or issue or accept challenges. If the chariot is destroyed, then Niblet and the banner are lost too.
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Niblet
Niblet counts as the army's Battle Standard Bearer. Niblet is part of the chariot model and, although he can attack, he can never be engaged separately or issue or accept challenges. If the chariot is destroyed, then Niblet and the banner are lost too.
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Niblet
Niblet counts as the army's Battle Standard Bearer. Niblet is part of the chariot model and, although he can attack, he can never be engaged separately or issue or accept challenges. If the chariot is destroyed, then Niblet and the banner are lost too.
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Niblet
Niblet counts as the army's Battle Standard Bearer. Niblet is part of the chariot model and, although he can attack, he can never be engaged separately or issue or accept challenges. If the chariot is destroyed, then Niblet and the banner are lost too.
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Niblet
Niblet counts as the army's Battle Standard Bearer. Niblet is part of the chariot model and, although he can attack, he can never be engaged separately or issue or accept challenges. If the chariot is destroyed, then Niblet and the banner are lost too.
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Orc Bully
An Orc Bully counts as an extra crew member (and an extra wound) for the war machine, and is always the last model to be removed. Orc Bullies have Choppas. In addition, while the Bully is still alive, their unit gains Size Matters and is no longer subject to Fear Elves.
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Orc Bully
An Orc Bully counts as an extra crew member (and an extra wound) for the war machine, and is always the last model to be removed. Orc Bullies have Choppas. In addition, while the Bully is still alive, their unit gains Size Matters and is no longer subject to Fear Elves.
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Orc Bully
An Orc Bully counts as an extra crew member (and an extra wound) for the war machine, and is always the last model to be removed. Orc Bullies have Choppas. In addition, while the Bully is still alive, their unit gains Size Matters and is no longer subject to Fear Elves.
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Orc Bully
An Orc Bully counts as an extra crew member (and an extra wound) for the war machine, and is always the last model to be removed. Orc Bullies have Choppas. In addition, while the Bully is still alive, their unit gains Size Matters and is no longer subject to Fear Elves.
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Orc Bully
An Orc Bully counts as an extra crew member (and an extra wound) for the war machine, and is always the last model to be removed. Orc Bullies have Choppas. In addition, while the Bully is still alive, their unit gains Size Matters and is no longer subject to Fear Elves.
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Orc Bully
An Orc Bully counts as an extra crew member (and an extra wound) for the war machine, and is always the last model to be removed. Orc Bullies have Choppas. In addition, while the Bully is still alive, their unit gains Size Matters and is no longer subject to Fear Elves.
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Orcs are da Best
An Orc & Goblin army that includes Gorbad may upgrade any number of units of Orc Boyz and/or Orc Boar Boyz to Big 'Uns.
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Orcs are da Best
An Orc & Goblin army that includes Gorbad may upgrade any number of units of Orc Boyz and/or Orc Boar Boyz to Big 'Uns.
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Orcs are da Best
An Orc & Goblin army that includes Gorbad may upgrade any number of units of Orc Boyz and/or Orc Boar Boyz to Big 'Uns.
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Orcs are da Best
An Orc & Goblin army that includes Gorbad may upgrade any number of units of Orc Boyz and/or Orc Boar Boyz to Big 'Uns.
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Orcs are da Best
An Orc & Goblin army that includes Gorbad may upgrade any number of units of Orc Boyz and/or Orc Boar Boyz to Big 'Uns.
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Orcs are da Best
An Orc & Goblin army that includes Gorbad may upgrade any number of units of Orc Boyz and/or Orc Boar Boyz to Big 'Uns.
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Out of Control
A Fanatic is removed immediately as a casualty when:
It contacts a piece of terrain of any kind that's not open ground.
It contacts another Fanatic (both Fanatics are removed).
It moves off a table edge.
It rolls a double for movement. This does not apply in the turn of release.
Any unit moves into contact with the Fanatic.
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Out of Control
A Fanatic is removed immediately as a casualty when:
It contacts a piece of terrain of any kind that's not open ground.
It contacts another Fanatic (both Fanatics are removed).
It moves off a table edge.
It rolls a double for movement. This does not apply in the turn of release.
Any unit moves into contact with the Fanatic.
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Out of Control
A Fanatic is removed immediately as a casualty when:
It contacts a piece of terrain of any kind that's not open ground.
It contacts another Fanatic (both Fanatics are removed).
It moves off a table edge.
It rolls a double for movement. This does not apply in the turn of release.
Any unit moves into contact with the Fanatic.
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Out of Control
A Fanatic is removed immediately as a casualty when:
It contacts a piece of terrain of any kind that's not open ground.
It contacts another Fanatic (both Fanatics are removed).
It moves off a table edge.
It rolls a double for movement. This does not apply in the turn of release.
Any unit moves into contact with the Fanatic.
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Out of Control
A Fanatic is removed immediately as a casualty when:
It contacts a piece of terrain of any kind that's not open ground.
It contacts another Fanatic (both Fanatics are removed).
It moves off a table edge.
It rolls a double for movement. This does not apply in the turn of release.
Any unit moves into contact with the Fanatic.
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Out of Control
A Fanatic is removed immediately as a casualty when:
It contacts a piece of terrain of any kind that's not open ground.
It contacts another Fanatic (both Fanatics are removed).
It moves off a table edge.
It rolls a double for movement. This does not apply in the turn of release.
Any unit moves into contact with the Fanatic.
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Out-rigga
If a Pump Wagon has an out-rigga then its Movement characteristic is increased to 3D6. Note that this means that if the crew decide to pump harder then you must roll 4D6 for the Pump Wagon's random movement.
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Out-rigga
If a Pump Wagon has an out-rigga then its Movement characteristic is increased to 3D6. Note that this means that if the crew decide to pump harder then you must roll 4D6 for the Pump Wagon's random movement.
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Out-rigga
If a Pump Wagon has an out-rigga then its Movement characteristic is increased to 3D6. Note that this means that if the crew decide to pump harder then you must roll 4D6 for the Pump Wagon's random movement.
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Out-rigga
If a Pump Wagon has an out-rigga then its Movement characteristic is increased to 3D6. Note that this means that if the crew decide to pump harder then you must roll 4D6 for the Pump Wagon's random movement.
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Out-rigga
If a Pump Wagon has an out-rigga then its Movement characteristic is increased to 3D6. Note that this means that if the crew decide to pump harder then you must roll 4D6 for the Pump Wagon's random movement.
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Out-rigga
If a Pump Wagon has an out-rigga then its Movement characteristic is increased to 3D6. Note that this means that if the crew decide to pump harder then you must roll 4D6 for the Pump Wagon's random movement.
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Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal.
Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
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Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal.
Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
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Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal.
Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
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Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal.
Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
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Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal.
Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
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Poisoned Attacks
A model with Poisoned Attacks gains a +1 modifier to any To Wound rolls. Armour saves are modified by the Strength of the attack as normal.
Unless otherwise stated, a model with this rule has both Poisoned shooting and close combat attacks (though any spells cast by the model or special attacks are unaffected).
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Puffball Smoke Bomb
At the end of any Close Combat phase in which a unit of Nasty Skulkers take part, they may choose to use their smoke bombs. On a 4+, the unit may disengage the combat by making a flee move. If they do so, the enemy cannot pursue them and they will rally automatically in their next turn.
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Puffball Smoke Bomb
At the end of any Close Combat phase in which a unit of Nasty Skulkers take part, they may choose to use their smoke bombs. On a 4+, the unit may disengage the combat by making a flee move. If they do so, the enemy cannot pursue them and they will rally automatically in their next turn.
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Puffball Smoke Bomb
At the end of any Close Combat phase in which a unit of Nasty Skulkers take part, they may choose to use their smoke bombs. On a 4+, the unit may disengage the combat by making a flee move. If they do so, the enemy cannot pursue them and they will rally automatically in their next turn.
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Puffball Smoke Bomb
At the end of any Close Combat phase in which a unit of Nasty Skulkers take part, they may choose to use their smoke bombs. On a 4+, the unit may disengage the combat by making a flee move. If they do so, the enemy cannot pursue them and they will rally automatically in their next turn.
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Puffball Smoke Bomb
At the end of any Close Combat phase in which a unit of Nasty Skulkers take part, they may choose to use their smoke bombs. On a 4+, the unit may disengage the combat by making a flee move. If they do so, the enemy cannot pursue them and they will rally automatically in their next turn.
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Puffball Smoke Bomb
At the end of any Close Combat phase in which a unit of Nasty Skulkers take part, they may choose to use their smoke bombs. On a 4+, the unit may disengage the combat by making a flee move. If they do so, the enemy cannot pursue them and they will rally automatically in their next turn.
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Pump Harder Ladz!
Before moving a Pump Wagon you may declare that the crew are 'pumping harder'. If you do so, you must roll 3D6 for its random movement.
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Pump Harder Ladz!
Before moving a Pump Wagon you may declare that the crew are 'pumping harder'. If you do so, you must roll 3D6 for its random movement.
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Pump Harder Ladz!
Before moving a Pump Wagon you may declare that the crew are 'pumping harder'. If you do so, you must roll 3D6 for its random movement.
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Pump Harder Ladz!
Before moving a Pump Wagon you may declare that the crew are 'pumping harder'. If you do so, you must roll 3D6 for its random movement.
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Pump Harder Ladz!
Before moving a Pump Wagon you may declare that the crew are 'pumping harder'. If you do so, you must roll 3D6 for its random movement.
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Pump Harder Ladz!
Before moving a Pump Wagon you may declare that the crew are 'pumping harder'. If you do so, you must roll 3D6 for its random movement.
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Quell Animosity
If a Black Orc character is in a unit that fails an Animosity test, he immediately inflicts D6 hits at his base S on his unit, distributed as shooting attacks. After removing casualties, the unit is treated as if the Animosity test was passed. These hits cannot be allocated to the Black Orc character, and do not cause a Panic test.
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Quell Animosity
If a Black Orc character is in a unit that fails an Animosity test, he immediately inflicts D6 hits at his base S on his unit, distributed as shooting attacks. After removing casualties, the unit is treated as if the Animosity test was passed. These hits cannot be allocated to the Black Orc character, and do not cause a Panic test.
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Quell Animosity
If a Black Orc character is in a unit that fails an Animosity test, he immediately inflicts D6 hits at his base S on his unit, distributed as shooting attacks. After removing casualties, the unit is treated as if the Animosity test was passed. These hits cannot be allocated to the Black Orc character, and do not cause a Panic test.
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Quell Animosity
If a Black Orc character is in a unit that fails an Animosity test, he immediately inflicts D6 hits at his base S on his unit, distributed as shooting attacks. After removing casualties, the unit is treated as if the Animosity test was passed. These hits cannot be allocated to the Black Orc character, and do not cause a Panic test.
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Quell Animosity
If a Black Orc character is in a unit that fails an Animosity test, he immediately inflicts D6 hits at his base S on his unit, distributed as shooting attacks. After removing casualties, the unit is treated as if the Animosity test was passed. These hits cannot be allocated to the Black Orc character, and do not cause a Panic test.
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Quell Animosity
If a Black Orc character is in a unit that fails an Animosity test, he immediately inflicts D6 hits at his base S on his unit, distributed as shooting attacks. After removing casualties, the unit is treated as if the Animosity test was passed. These hits cannot be allocated to the Black Orc character, and do not cause a Panic test.
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Random Movement (2D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Random Movement (2D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Random Movement (2D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Random Movement (2D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Random Movement (2D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Random Movement (2D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Random Movement (4D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Random Movement (4D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Random Movement (4D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Random Movement (4D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Random Movement (4D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Random Movement (4D6)
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum.
Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then, roll the dice shown in the Random Movement brackets. Finally, move the model directly forwards a number of inches equal to the total rolled by the dice. No other pivots can be made.
There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement.
If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase.
If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit.
A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Really Hates Dwarfs
The Black Gobbo may re-roll all failed rolls To Hit when fighting Dwarfs. In addition, the Black Gobbo and any unit he accompanies are Stubborn when they are in base contact with any Dwarf.
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Really Hates Dwarfs
The Black Gobbo may re-roll all failed rolls To Hit when fighting Dwarfs. In addition, the Black Gobbo and any unit he accompanies are Stubborn when they are in base contact with any Dwarf.
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Really Hates Dwarfs
The Black Gobbo may re-roll all failed rolls To Hit when fighting Dwarfs. In addition, the Black Gobbo and any unit he accompanies are Stubborn when they are in base contact with any Dwarf.
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Really Hates Dwarfs
The Black Gobbo may re-roll all failed rolls To Hit when fighting Dwarfs. In addition, the Black Gobbo and any unit he accompanies are Stubborn when they are in base contact with any Dwarf.
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Really Hates Dwarfs
The Black Gobbo may re-roll all failed rolls To Hit when fighting Dwarfs. In addition, the Black Gobbo and any unit he accompanies are Stubborn when they are in base contact with any Dwarf.
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Really Hates Dwarfs
The Black Gobbo may re-roll all failed rolls To Hit when fighting Dwarfs. In addition, the Black Gobbo and any unit he accompanies are Stubborn when they are in base contact with any Dwarf.
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Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Regeneration (4+)
A model with Regeneration gains a Ward Save (indicated by the number in the brackets). This is cumulative with other sources of Regeneration. Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being Unstable.
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Release the Fanatics!
Fanatics must be released when an enemy unit comes to within 8" of the concealing unit's Line of Sight. The moving unit stops immediately (fliers land). Once the Fanatic's movement has been resolved, the unit can continue moving if the controlling player wishes, although chargers must complete their charge unless panicked. When a Fanatic is released, you may choose the direction in which it travels, and the point on the concealing unit from which it starts. Fanatics move 2D6" using the rules for Random Movement, measured from the base of its unit. After release, Fanatics are treated as individual units. In your subsequent turns they must move in the Compulsory Moves subphase using Random
Movement, but they always move in a random direction.
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Release the Fanatics!
Fanatics must be released when an enemy unit comes to within 8" of the concealing unit's Line of Sight. The moving unit stops immediately (fliers land). Once the Fanatic's movement has been resolved, the unit can continue moving if the controlling player wishes, although chargers must complete their charge unless panicked. When a Fanatic is released, you may choose the direction in which it travels, and the point on the concealing unit from which it starts. Fanatics move 2D6" using the rules for Random Movement, measured from the base of its unit. After release, Fanatics are treated as individual units. In your subsequent turns they must move in the Compulsory Moves subphase using Random
Movement, but they always move in a random direction.
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Release the Fanatics!
Fanatics must be released when an enemy unit comes to within 8" of the concealing unit's Line of Sight. The moving unit stops immediately (fliers land). Once the Fanatic's movement has been resolved, the unit can continue moving if the controlling player wishes, although chargers must complete their charge unless panicked. When a Fanatic is released, you may choose the direction in which it travels, and the point on the concealing unit from which it starts. Fanatics move 2D6" using the rules for Random Movement, measured from the base of its unit. After release, Fanatics are treated as individual units. In your subsequent turns they must move in the Compulsory Moves subphase using Random
Movement, but they always move in a random direction.
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Release the Fanatics!
Fanatics must be released when an enemy unit comes to within 8" of the concealing unit's Line of Sight. The moving unit stops immediately (fliers land). Once the Fanatic's movement has been resolved, the unit can continue moving if the controlling player wishes, although chargers must complete their charge unless panicked. When a Fanatic is released, you may choose the direction in which it travels, and the point on the concealing unit from which it starts. Fanatics move 2D6" using the rules for Random Movement, measured from the base of its unit. After release, Fanatics are treated as individual units. In your subsequent turns they must move in the Compulsory Moves subphase using Random
Movement, but they always move in a random direction.
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Release the Fanatics!
Fanatics must be released when an enemy unit comes to within 8" of the concealing unit's Line of Sight. The moving unit stops immediately (fliers land). Once the Fanatic's movement has been resolved, the unit can continue moving if the controlling player wishes, although chargers must complete their charge unless panicked. When a Fanatic is released, you may choose the direction in which it travels, and the point on the concealing unit from which it starts. Fanatics move 2D6" using the rules for Random Movement, measured from the base of its unit. After release, Fanatics are treated as individual units. In your subsequent turns they must move in the Compulsory Moves subphase using Random
Movement, but they always move in a random direction.
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Release the Fanatics!
Fanatics must be released when an enemy unit comes to within 8" of the concealing unit's Line of Sight. The moving unit stops immediately (fliers land). Once the Fanatic's movement has been resolved, the unit can continue moving if the controlling player wishes, although chargers must complete their charge unless panicked. When a Fanatic is released, you may choose the direction in which it travels, and the point on the concealing unit from which it starts. Fanatics move 2D6" using the rules for Random Movement, measured from the base of its unit. After release, Fanatics are treated as individual units. In your subsequent turns they must move in the Compulsory Moves subphase using Random
Movement, but they always move in a random direction.
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River Troll
River Trolls have River Strider and Marsh Strider. Additionally, enemies attempting to attack a River Troll in close combat suffer a -1 penalty on their To Hit rolls.
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River Troll
River Trolls have River Strider and Marsh Strider. Additionally, enemies attempting to attack a River Troll in close combat suffer a -1 penalty on their To Hit rolls.
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River Troll
River Trolls have River Strider and Marsh Strider. Additionally, enemies attempting to attack a River Troll in close combat suffer a -1 penalty on their To Hit rolls.
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River Troll
River Trolls have River Strider and Marsh Strider. Additionally, enemies attempting to attack a River Troll in close combat suffer a -1 penalty on their To Hit rolls.
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River Troll
River Trolls have River Strider and Marsh Strider. Additionally, enemies attempting to attack a River Troll in close combat suffer a -1 penalty on their To Hit rolls.
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River Troll
River Trolls have River Strider and Marsh Strider. Additionally, enemies attempting to attack a River Troll in close combat suffer a -1 penalty on their To Hit rolls.
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Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first.
Note that a character may only join a unit deploying with Scouts if they also have the same rule.
If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
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Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first.
Note that a character may only join a unit deploying with Scouts if they also have the same rule.
If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
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Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first.
Note that a character may only join a unit deploying with Scouts if they also have the same rule.
If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
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Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first.
Note that a character may only join a unit deploying with Scouts if they also have the same rule.
If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
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Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first.
Note that a character may only join a unit deploying with Scouts if they also have the same rule.
If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
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Scouts
Before starting deployment, a unit with Scouts can choose to not deploy at the start of the battle. Scouts are set up after all other non-Scout units from both armies have been deployed, and do not count toward determining who finished deploying their army first. They can be set up either in their controlling player's deployment zone as normal, or anywhere on the battlefield more than 12" away from the enemy. If deployed in this second way, Scouts cannot declare a charge in the first turn if their side goes first.
Note that a character may only join a unit deploying with Scouts if they also have the same rule.
If both players' armies contain Scouts, players should roll off. The players then alternate deploying their scouting units one at a time, starting with the player who won the roll-off.
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Scythes
Impact Hits (+1).
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Scythes
Impact Hits (+1).
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Scythes
Impact Hits (+1).
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Scythes
Impact Hits (+1).
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Scythes
Impact Hits (+1).
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Scythes
Impact Hits (+1).
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Size Matters
Models with this rule treat Goblins and Snotlings of all types as Expendable.
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Size Matters
Models with this rule treat Goblins and Snotlings of all types as Expendable.
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Size Matters
Models with this rule treat Goblins and Snotlings of all types as Expendable.
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Size Matters
Models with this rule treat Goblins and Snotlings of all types as Expendable.
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Size Matters
Models with this rule treat Goblins and Snotlings of all types as Expendable.
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Size Matters
Models with this rule treat Goblins and Snotlings of all types as Expendable.
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Skirmishers
Skirmish Formation
Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too.
When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles.
Skirmishers and Charging
If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy.
The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way.
If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation.
Vanguard
Skirmishers have Vanguard.
Free Reform
A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value.
Feigned Flight
A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is
then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Remember that Feigned Flight does not apply to models with Fly.
Fire on the March
Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Light Troops
All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn).
Characters
A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
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Skirmishers
Skirmish Formation
Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too.
When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles.
Skirmishers and Charging
If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy.
The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way.
If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation.
Vanguard
Skirmishers have Vanguard.
Free Reform
A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value.
Feigned Flight
A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is
then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Remember that Feigned Flight does not apply to models with Fly.
Fire on the March
Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Light Troops
All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn).
Characters
A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
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Skirmishers
Skirmish Formation
Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too.
When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles.
Skirmishers and Charging
If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy.
The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way.
If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation.
Vanguard
Skirmishers have Vanguard.
Free Reform
A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value.
Feigned Flight
A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is
then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Remember that Feigned Flight does not apply to models with Fly.
Fire on the March
Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Light Troops
All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn).
Characters
A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
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Skirmishers
Skirmish Formation
Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too.
When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles.
Skirmishers and Charging
If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy.
The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way.
If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation.
Vanguard
Skirmishers have Vanguard.
Free Reform
A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value.
Feigned Flight
A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is
then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Remember that Feigned Flight does not apply to models with Fly.
Fire on the March
Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Light Troops
All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn).
Characters
A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
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Skirmishers
Skirmish Formation
Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too.
When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles.
Skirmishers and Charging
If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy.
The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way.
If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation.
Vanguard
Skirmishers have Vanguard.
Free Reform
A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value.
Feigned Flight
A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is
then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Remember that Feigned Flight does not apply to models with Fly.
Fire on the March
Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Light Troops
All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn).
Characters
A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
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Skirmishers
Skirmish Formation
Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking each other’s Line of Sight (note that they still count as blocking Line of Sight for other units). As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too.
When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its M Allowance (or double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance required to move around these obstacles.
Skirmishers and Charging
If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the front rank has an even number of models) that is also in base contact with the enemy.
The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that other units can fight them in the normal way.
If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that they readopt their loose formation.
Vanguard
Skirmishers have Vanguard.
Free Reform
A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up moving a number of inches higher than double its M value.
Feigned Flight
A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and may re-roll failed rally tests in its next Compulsory Movement Phase (unless it is forced to Flee again from another source). In addition, it is
then also free to move during the remaining moves part of the Movement phase. The unit is also free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach of their enemies, the unit suffers casualties as normal.
Remember that Feigned Flight does not apply to models with Fly.
Fire on the March
Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1 To Hit penalty for moving and shooting still applies.
Light Troops
All shots aimed at a unit of two or more Skirmisher models with an individual Unit Strength of 2 or less suffer an additional -1 To Hit penalty. Skirmishers always counts as having zero ranks, and therefore cannot claim a rank bonus. In addition, they cannot be Steadfast regardless of their Unit Strength (unless they also have Stubborn).
Characters
A character model that joins a unit of Skirmishers gains Skirmisher as long as they stay with the unit. Characters may only join Skirmishers with the same Troop Type as them.
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Slimy Shanks
Enemies attempting to attack a Giant River Troll Hag in close combat suffer a -1 penalty to their To Hit rolls.
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Slimy Shanks
Enemies attempting to attack a Giant River Troll Hag in close combat suffer a -1 penalty to their To Hit rolls.
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Slimy Shanks
Enemies attempting to attack a Giant River Troll Hag in close combat suffer a -1 penalty to their To Hit rolls.
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Slimy Shanks
Enemies attempting to attack a Giant River Troll Hag in close combat suffer a -1 penalty to their To Hit rolls.
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Slimy Shanks
Enemies attempting to attack a Giant River Troll Hag in close combat suffer a -1 penalty to their To Hit rolls.
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Slimy Shanks
Enemies attempting to attack a Giant River Troll Hag in close combat suffer a -1 penalty to their To Hit rolls.
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Slipshod
If the To Hit roll for a shooting attack made by a Spear Chukka is a 1 (before any modifiers are applied), then it misfires. Roll on the Stone Thrower Misfire table and apply the result to the Spear Chukka.
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Slipshod
If the To Hit roll for a shooting attack made by a Spear Chukka is a 1 (before any modifiers are applied), then it misfires. Roll on the Stone Thrower Misfire table and apply the result to the Spear Chukka.
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Slipshod
If the To Hit roll for a shooting attack made by a Spear Chukka is a 1 (before any modifiers are applied), then it misfires. Roll on the Stone Thrower Misfire table and apply the result to the Spear Chukka.
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Slipshod
If the To Hit roll for a shooting attack made by a Spear Chukka is a 1 (before any modifiers are applied), then it misfires. Roll on the Stone Thrower Misfire table and apply the result to the Spear Chukka.
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Slipshod
If the To Hit roll for a shooting attack made by a Spear Chukka is a 1 (before any modifiers are applied), then it misfires. Roll on the Stone Thrower Misfire table and apply the result to the Spear Chukka.
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Slipshod
If the To Hit roll for a shooting attack made by a Spear Chukka is a 1 (before any modifiers are applied), then it misfires. Roll on the Stone Thrower Misfire table and apply the result to the Spear Chukka.
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Sneaky Schemes
At the start of the game, before deployment, roll a D6 for each enemy unit. On a roll of 6, that unit has been delayed. Affected units do not deploy as normal, but instead enter play as reinforcements in the Movement phase of their first turn.
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Sneaky Schemes
At the start of the game, before deployment, roll a D6 for each enemy unit. On a roll of 6, that unit has been delayed. Affected units do not deploy as normal, but instead enter play as reinforcements in the Movement phase of their first turn.
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Sneaky Schemes
At the start of the game, before deployment, roll a D6 for each enemy unit. On a roll of 6, that unit has been delayed. Affected units do not deploy as normal, but instead enter play as reinforcements in the Movement phase of their first turn.
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Sneaky Schemes
At the start of the game, before deployment, roll a D6 for each enemy unit. On a roll of 6, that unit has been delayed. Affected units do not deploy as normal, but instead enter play as reinforcements in the Movement phase of their first turn.
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Sneaky Schemes
At the start of the game, before deployment, roll a D6 for each enemy unit. On a roll of 6, that unit has been delayed. Affected units do not deploy as normal, but instead enter play as reinforcements in the Movement phase of their first turn.
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Sneaky Schemes
At the start of the game, before deployment, roll a D6 for each enemy unit. On a roll of 6, that unit has been delayed. Affected units do not deploy as normal, but instead enter play as reinforcements in the Movement phase of their first turn.
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Snotling Pump Wagon
You may take 1-2 Snotling Pump Wagons as a single Rare choice.
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Snotling Pump Wagon
You may take 1-2 Snotling Pump Wagons as a single Rare choice.
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Snotling Pump Wagon
You may take 1-2 Snotling Pump Wagons as a single Rare choice.
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Snotling Pump Wagon
You may take 1-2 Snotling Pump Wagons as a single Rare choice.
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Snotling Pump Wagon
You may take 1-2 Snotling Pump Wagons as a single Rare choice.
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Snotling Pump Wagon
You may take 1-2 Snotling Pump Wagons as a single Rare choice.
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Snufflesquig
Sneaky Snufflers consist of a Night Goblin and a Snufflesquig mounted on the same base. They follow the split profile rules for Cavalry.
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Snufflesquig
Sneaky Snufflers consist of a Night Goblin and a Snufflesquig mounted on the same base. They follow the split profile rules for Cavalry.
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Snufflesquig
Sneaky Snufflers consist of a Night Goblin and a Snufflesquig mounted on the same base. They follow the split profile rules for Cavalry.
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Snufflesquig
Sneaky Snufflers consist of a Night Goblin and a Snufflesquig mounted on the same base. They follow the split profile rules for Cavalry.
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Snufflesquig
Sneaky Snufflers consist of a Night Goblin and a Snufflesquig mounted on the same base. They follow the split profile rules for Cavalry.
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Snufflesquig
Sneaky Snufflers consist of a Night Goblin and a Snufflesquig mounted on the same base. They follow the split profile rules for Cavalry.
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Spear Chukka
You may take 1-2 Spear Chukka's as a single special choice.
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Spear Chukka
You may take 1-2 Spear Chukka's as a single special choice.
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Spear Chukka
You may take 1-2 Spear Chukka's as a single special choice.
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Spear Chukka
You may take 1-2 Spear Chukka's as a single special choice.
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Spear Chukka
You may take 1-2 Spear Chukka's as a single special choice.
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Spear Chukka
You may take 1-2 Spear Chukka's as a single special choice.
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Spider Venom
Forest Goblin Shamans may re-roll one dice when casting spells. However, any time they Miscast, they will also count as having failed a Stupidity test (if they survive).
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Spider Venom
Forest Goblin Shamans may re-roll one dice when casting spells. However, any time they Miscast, they will also count as having failed a Stupidity test (if they survive).
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Spider Venom
Forest Goblin Shamans may re-roll one dice when casting spells. However, any time they Miscast, they will also count as having failed a Stupidity test (if they survive).
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Spider Venom
Forest Goblin Shamans may re-roll one dice when casting spells. However, any time they Miscast, they will also count as having failed a Stupidity test (if they survive).
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Spider Venom
Forest Goblin Shamans may re-roll one dice when casting spells. However, any time they Miscast, they will also count as having failed a Stupidity test (if they survive).
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Spider Venom
Forest Goblin Shamans may re-roll one dice when casting spells. However, any time they Miscast, they will also count as having failed a Stupidity test (if they survive).
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Spiky Roller
If a Pump Wagon has a spiky roller then all its Impact Hits have +1 S.
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Spiky Roller
If a Pump Wagon has a spiky roller then all its Impact Hits have +1 S.
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Spiky Roller
If a Pump Wagon has a spiky roller then all its Impact Hits have +1 S.
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Spiky Roller
If a Pump Wagon has a spiky roller then all its Impact Hits have +1 S.
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Spiky Roller
If a Pump Wagon has a spiky roller then all its Impact Hits have +1 S.
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Spiky Roller
If a Pump Wagon has a spiky roller then all its Impact Hits have +1 S.
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Splat!
If a Fanatic's move would bring it into contact with another unit, then he moves through rather than stopping. If the Fanatic's move would end within a unit, then he automatically bounces through it – place the Fanatic model 1" beyond the unit, in the direction he was moving. When a Fanatic moves through any unit it inflicts D6 S 5 Armour Piercing (1) hits.
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Splat!
If a Fanatic's move would bring it into contact with another unit, then he moves through rather than stopping. If the Fanatic's move would end within a unit, then he automatically bounces through it – place the Fanatic model 1" beyond the unit, in the direction he was moving. When a Fanatic moves through any unit it inflicts D6 S 5 Armour Piercing (1) hits.
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Splat!
If a Fanatic's move would bring it into contact with another unit, then he moves through rather than stopping. If the Fanatic's move would end within a unit, then he automatically bounces through it – place the Fanatic model 1" beyond the unit, in the direction he was moving. When a Fanatic moves through any unit it inflicts D6 S 5 Armour Piercing (1) hits.
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Splat!
If a Fanatic's move would bring it into contact with another unit, then he moves through rather than stopping. If the Fanatic's move would end within a unit, then he automatically bounces through it – place the Fanatic model 1" beyond the unit, in the direction he was moving. When a Fanatic moves through any unit it inflicts D6 S 5 Armour Piercing (1) hits.
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Splat!
If a Fanatic's move would bring it into contact with another unit, then he moves through rather than stopping. If the Fanatic's move would end within a unit, then he automatically bounces through it – place the Fanatic model 1" beyond the unit, in the direction he was moving. When a Fanatic moves through any unit it inflicts D6 S 5 Armour Piercing (1) hits.
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Splat!
If a Fanatic's move would bring it into contact with another unit, then he moves through rather than stopping. If the Fanatic's move would end within a unit, then he automatically bounces through it – place the Fanatic model 1" beyond the unit, in the direction he was moving. When a Fanatic moves through any unit it inflicts D6 S 5 Armour Piercing (1) hits.
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Squig Gobba
The Squig Gobba may fire in the Shooting Phase as long as as least one Night Goblin Tender remains and it is not in close combat. When firing the Squig Gobba, roll 3D6 and consult the Squig Gobba Table.
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Squig Gobba
The Squig Gobba may fire in the Shooting Phase as long as as least one Night Goblin Tender remains and it is not in close combat. When firing the Squig Gobba, roll 3D6 and consult the Squig Gobba Table.
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Squig Gobba
The Squig Gobba may fire in the Shooting Phase as long as as least one Night Goblin Tender remains and it is not in close combat. When firing the Squig Gobba, roll 3D6 and consult the Squig Gobba Table.
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Squig Gobba
The Squig Gobba may fire in the Shooting Phase as long as as least one Night Goblin Tender remains and it is not in close combat. When firing the Squig Gobba, roll 3D6 and consult the Squig Gobba Table.
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Squig Gobba
The Squig Gobba may fire in the Shooting Phase as long as as least one Night Goblin Tender remains and it is not in close combat. When firing the Squig Gobba, roll 3D6 and consult the Squig Gobba Table.
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Squig Gobba
The Squig Gobba may fire in the Shooting Phase as long as as least one Night Goblin Tender remains and it is not in close combat. When firing the Squig Gobba, roll 3D6 and consult the Squig Gobba Table.
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Squigs Go Wild
If the unit flees, or if at any time there are only Squigs left alive in the unit with no Herders, the Squigs go wild, biting at anything nearby. All units within 2D6" (friend and foe) immediately take D6 S 5 hits. For every 5 Cave Squigs remaining when the Squigs Go Wild, add +1 to the number of hits caused. After damage is resolved, the Squig Herd is removed in its entirety.
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Squigs Go Wild
If the unit flees, or if at any time there are only Squigs left alive in the unit with no Herders, the Squigs go wild, biting at anything nearby. All units within 2D6" (friend and foe) immediately take D6 S 5 hits. For every 5 Cave Squigs remaining when the Squigs Go Wild, add +1 to the number of hits caused. After damage is resolved, the Squig Herd is removed in its entirety.
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Squigs Go Wild
If the unit flees, or if at any time there are only Squigs left alive in the unit with no Herders, the Squigs go wild, biting at anything nearby. All units within 2D6" (friend and foe) immediately take D6 S 5 hits. For every 5 Cave Squigs remaining when the Squigs Go Wild, add +1 to the number of hits caused. After damage is resolved, the Squig Herd is removed in its entirety.
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Squigs Go Wild
If the unit flees, or if at any time there are only Squigs left alive in the unit with no Herders, the Squigs go wild, biting at anything nearby. All units within 2D6" (friend and foe) immediately take D6 S 5 hits. For every 5 Cave Squigs remaining when the Squigs Go Wild, add +1 to the number of hits caused. After damage is resolved, the Squig Herd is removed in its entirety.
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Squigs Go Wild
If the unit flees, or if at any time there are only Squigs left alive in the unit with no Herders, the Squigs go wild, biting at anything nearby. All units within 2D6" (friend and foe) immediately take D6 S 5 hits. For every 5 Cave Squigs remaining when the Squigs Go Wild, add +1 to the number of hits caused. After damage is resolved, the Squig Herd is removed in its entirety.
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Squigs Go Wild
If the unit flees, or if at any time there are only Squigs left alive in the unit with no Herders, the Squigs go wild, biting at anything nearby. All units within 2D6" (friend and foe) immediately take D6 S 5 hits. For every 5 Cave Squigs remaining when the Squigs Go Wild, add +1 to the number of hits caused. After damage is resolved, the Squig Herd is removed in its entirety.
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Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are
randomised as Automatic Hits.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
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Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are
randomised as Automatic Hits.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
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Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are
randomised as Automatic Hits.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
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Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are
randomised as Automatic Hits.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
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Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are
randomised as Automatic Hits.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
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Stomp
A model with this rule can make a Stomp in addition to its other close combat attacks (including Breath Weapons). A Stomp has Always Strikes Last, and inflicts D6 (or D3 against lone Infantry models and skirmishers) automatic hits, at the model's Strength, on one enemy Infantry, War Beasts or Swarm unit in base contact with the model and are
randomised as Automatic Hits.
Unless specified, any rules that apply to the model’s normal attacks do not apply to its Stomps.
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Stone Troll
Stone Trolls have Magic Resistance (2) and Natural Armour (5+).
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Stone Troll
Stone Trolls have Magic Resistance (2) and Natural Armour (5+).
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Stone Troll
Stone Trolls have Magic Resistance (2) and Natural Armour (5+).
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Stone Troll
Stone Trolls have Magic Resistance (2) and Natural Armour (5+).
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Stone Troll
Stone Trolls have Magic Resistance (2) and Natural Armour (5+).
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Stone Troll
Stone Trolls have Magic Resistance (2) and Natural Armour (5+).
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Strider (Forest)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (Forest)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (Forest)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (Forest)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (Forest)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (Forest)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (Marsh)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (Marsh)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (Marsh)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (Marsh)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (Marsh)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (Marsh)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (Obstacle)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (Obstacle)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (Obstacle)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (Obstacle)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (Obstacle)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (Obstacle)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (River)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (River)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (River)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (River)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (River)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Strider (River)
Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or Dangerous Terrain tests otherwise caused by it. Note that they still follow the rules for that terrain type in terms of combat.
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Stupidity
Provided that they are not engaged in close combat, a unit that contains one or more models with Stupidity must take a LD test at the start of its Movement phase. If the test is passed, the unit will act normally this turn.
If the test is failed, it moves directly forwards using Random Movement (D6) in the Compulsory Movement sub-phase. The Stupid unit cannot take any further action that turn, so cannot declare charges or make a shooting attack. However, a unit that has failed a Stupidity test can still be forced to move, or perform any other action, by a spell, or other special rule/magic item.
Until they pass the Stupidity test again, models that have failed their Stupidity test have Immunity (Psychology) and Random Movement (D6), except that they can only move directly forwards. They cannot choose to do a combat reform or choose any other charge reaction except Hold. In addition, Wizards cannot attempt to cast/dispel or channel power dice or dispel dice.
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Stupidity
Provided that they are not engaged in close combat, a unit that contains one or more models with Stupidity must take a LD test at the start of its Movement phase. If the test is passed, the unit will act normally this turn.
If the test is failed, it moves directly forwards using Random Movement (D6) in the Compulsory Movement sub-phase. The Stupid unit cannot take any further action that turn, so cannot declare charges or make a shooting attack. However, a unit that has failed a Stupidity test can still be forced to move, or perform any other action, by a spell, or other special rule/magic item.
Until they pass the Stupidity test again, models that have failed their Stupidity test have Immunity (Psychology) and Random Movement (D6), except that they can only move directly forwards. They cannot choose to do a combat reform or choose any other charge reaction except Hold. In addition, Wizards cannot attempt to cast/dispel or channel power dice or dispel dice.
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Stupidity
Provided that they are not engaged in close combat, a unit that contains one or more models with Stupidity must take a LD test at the start of its Movement phase. If the test is passed, the unit will act normally this turn.
If the test is failed, it moves directly forwards using Random Movement (D6) in the Compulsory Movement sub-phase. The Stupid unit cannot take any further action that turn, so cannot declare charges or make a shooting attack. However, a unit that has failed a Stupidity test can still be forced to move, or perform any other action, by a spell, or other special rule/magic item.
Until they pass the Stupidity test again, models that have failed their Stupidity test have Immunity (Psychology) and Random Movement (D6), except that they can only move directly forwards. They cannot choose to do a combat reform or choose any other charge reaction except Hold. In addition, Wizards cannot attempt to cast/dispel or channel power dice or dispel dice.
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Stupidity
Provided that they are not engaged in close combat, a unit that contains one or more models with Stupidity must take a LD test at the start of its Movement phase. If the test is passed, the unit will act normally this turn.
If the test is failed, it moves directly forwards using Random Movement (D6) in the Compulsory Movement sub-phase. The Stupid unit cannot take any further action that turn, so cannot declare charges or make a shooting attack. However, a unit that has failed a Stupidity test can still be forced to move, or perform any other action, by a spell, or other special rule/magic item.
Until they pass the Stupidity test again, models that have failed their Stupidity test have Immunity (Psychology) and Random Movement (D6), except that they can only move directly forwards. They cannot choose to do a combat reform or choose any other charge reaction except Hold. In addition, Wizards cannot attempt to cast/dispel or channel power dice or dispel dice.
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Stupidity
Provided that they are not engaged in close combat, a unit that contains one or more models with Stupidity must take a LD test at the start of its Movement phase. If the test is passed, the unit will act normally this turn.
If the test is failed, it moves directly forwards using Random Movement (D6) in the Compulsory Movement sub-phase. The Stupid unit cannot take any further action that turn, so cannot declare charges or make a shooting attack. However, a unit that has failed a Stupidity test can still be forced to move, or perform any other action, by a spell, or other special rule/magic item.
Until they pass the Stupidity test again, models that have failed their Stupidity test have Immunity (Psychology) and Random Movement (D6), except that they can only move directly forwards. They cannot choose to do a combat reform or choose any other charge reaction except Hold. In addition, Wizards cannot attempt to cast/dispel or channel power dice or dispel dice.
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Stupidity
Provided that they are not engaged in close combat, a unit that contains one or more models with Stupidity must take a LD test at the start of its Movement phase. If the test is passed, the unit will act normally this turn.
If the test is failed, it moves directly forwards using Random Movement (D6) in the Compulsory Movement sub-phase. The Stupid unit cannot take any further action that turn, so cannot declare charges or make a shooting attack. However, a unit that has failed a Stupidity test can still be forced to move, or perform any other action, by a spell, or other special rule/magic item.
Until they pass the Stupidity test again, models that have failed their Stupidity test have Immunity (Psychology) and Random Movement (D6), except that they can only move directly forwards. They cannot choose to do a combat reform or choose any other charge reaction except Hold. In addition, Wizards cannot attempt to cast/dispel or channel power dice or dispel dice.
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Surprise!
Nasty Skulkers have Always Strikes First and Armour Piercing (1) in any turn they successfully charge an enemy in the flank or rear.
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Surprise!
Nasty Skulkers have Always Strikes First and Armour Piercing (1) in any turn they successfully charge an enemy in the flank or rear.
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Überraschung!
Nasty Skulkers have Always Strikes First and Armour Piercing (1) in any turn they successfully charge an enemy in the flank or rear.
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Surprise!
Nasty Skulkers have Always Strikes First and Armour Piercing (1) in any turn they successfully charge an enemy in the flank or rear.
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Surprise!
Nasty Skulkers have Always Strikes First and Armour Piercing (1) in any turn they successfully charge an enemy in the flank or rear.
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Surprise!
Nasty Skulkers have Always Strikes First and Armour Piercing (1) in any turn they successfully charge an enemy in the flank or rear.
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Swamp Breath
This is a Breath Weapon, with a S of 3 and Ignores Armour saves. A unit that takes casualties due to this attack has its LD reduced by the number of casualties suffered the next time it takes a Panic test, after which it returns to normal.
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Swamp Breath
This is a Breath Weapon, with a S of 3 and Ignores Armour saves. A unit that takes casualties due to this attack has its LD reduced by the number of casualties suffered the next time it takes a Panic test, after which it returns to normal.
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Swamp Breath
This is a Breath Weapon, with a S of 3 and Ignores Armour saves. A unit that takes casualties due to this attack has its LD reduced by the number of casualties suffered the next time it takes a Panic test, after which it returns to normal.
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Swamp Breath
This is a Breath Weapon, with a S of 3 and Ignores Armour saves. A unit that takes casualties due to this attack has its LD reduced by the number of casualties suffered the next time it takes a Panic test, after which it returns to normal.
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Swamp Breath
This is a Breath Weapon, with a S of 3 and Ignores Armour saves. A unit that takes casualties due to this attack has its LD reduced by the number of casualties suffered the next time it takes a Panic test, after which it returns to normal.
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Swamp Breath
This is a Breath Weapon, with a S of 3 and Ignores Armour saves. A unit that takes casualties due to this attack has its LD reduced by the number of casualties suffered the next time it takes a Panic test, after which it returns to normal.
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The Battle Standard Bearer
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.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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The Battle Standard Bearer
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.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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The Battle Standard Bearer
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.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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The Battle Standard Bearer
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.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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The Battle Standard Bearer
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.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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The Battle Standard Bearer
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.
If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses Hold Your Ground until the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.
Combat Resolution Bonus
A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer is also fleeing.
If your Battle Standard Bearer has a Line of Sight value of 5 or more, then the range of their Hold Your Ground ability is increased by 6".
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The Facebeater
If Borgut fights in a challenge, then at the beginning of the first Close Combat phase of the challenge, he can smash his thick Orc skull into the face of his opponent. This is in addition to his normal attacks, and is resolved before any other attacks in the challenge. If this attack inflicts an unsaved Wound, the target is reduced to WS 1 and gains Always Strike Last for the rest of the Close Combat phase. If this mighty 'eadbutt kills his opponent, Borgut can still make his remaining attacks to calculate overkill for the purposes of combat resolution.
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The Facebeater
If Borgut fights in a challenge, then at the beginning of the first Close Combat phase of the challenge, he can smash his thick Orc skull into the face of his opponent. This is in addition to his normal attacks, and is resolved before any other attacks in the challenge. If this attack inflicts an unsaved Wound, the target is reduced to WS 1 and gains Always Strike Last for the rest of the Close Combat phase. If this mighty 'eadbutt kills his opponent, Borgut can still make his remaining attacks to calculate overkill for the purposes of combat resolution.
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The Facebeater
If Borgut fights in a challenge, then at the beginning of the first Close Combat phase of the challenge, he can smash his thick Orc skull into the face of his opponent. This is in addition to his normal attacks, and is resolved before any other attacks in the challenge. If this attack inflicts an unsaved Wound, the target is reduced to WS 1 and gains Always Strike Last for the rest of the Close Combat phase. If this mighty 'eadbutt kills his opponent, Borgut can still make his remaining attacks to calculate overkill for the purposes of combat resolution.
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The Facebeater
If Borgut fights in a challenge, then at the beginning of the first Close Combat phase of the challenge, he can smash his thick Orc skull into the face of his opponent. This is in addition to his normal attacks, and is resolved before any other attacks in the challenge. If this attack inflicts an unsaved Wound, the target is reduced to WS 1 and gains Always Strike Last for the rest of the Close Combat phase. If this mighty 'eadbutt kills his opponent, Borgut can still make his remaining attacks to calculate overkill for the purposes of combat resolution.
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The Facebeater
If Borgut fights in a challenge, then at the beginning of the first Close Combat phase of the challenge, he can smash his thick Orc skull into the face of his opponent. This is in addition to his normal attacks, and is resolved before any other attacks in the challenge. If this attack inflicts an unsaved Wound, the target is reduced to WS 1 and gains Always Strike Last for the rest of the Close Combat phase. If this mighty 'eadbutt kills his opponent, Borgut can still make his remaining attacks to calculate overkill for the purposes of combat resolution.
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The Facebeater
If Borgut fights in a challenge, then at the beginning of the first Close Combat phase of the challenge, he can smash his thick Orc skull into the face of his opponent. This is in addition to his normal attacks, and is resolved before any other attacks in the challenge. If this attack inflicts an unsaved Wound, the target is reduced to WS 1 and gains Always Strike Last for the rest of the Close Combat phase. If this mighty 'eadbutt kills his opponent, Borgut can still make his remaining attacks to calculate overkill for the purposes of combat resolution.
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The Moon King's Entreaty
Skragrott can always choose to re-roll any number of dice when determining how far the template from the Curse of da Bad Moon spell moves.
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The Moon King's Entreaty
Skragrott can always choose to re-roll any number of dice when determining how far the template from the Curse of da Bad Moon spell moves.
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The Moon King's Entreaty
Skragrott can always choose to re-roll any number of dice when determining how far the template from the Curse of da Bad Moon spell moves.
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The Moon King's Entreaty
Skragrott can always choose to re-roll any number of dice when determining how far the template from the Curse of da Bad Moon spell moves.
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The Moon King's Entreaty
Skragrott can always choose to re-roll any number of dice when determining how far the template from the Curse of da Bad Moon spell moves.
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The Moon King's Entreaty
Skragrott can always choose to re-roll any number of dice when determining how far the template from the Curse of da Bad Moon spell moves.
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Thwackwheezer Puffshrooms
Twackwheezer Puffshrooms replace the Fanatic's normal S 5 Hits. All models Hit must pass a T test or suffer a Wound which Ignores Armour Saves. This has no effect on Animated Constructs. In addition, all models within 6" of a Fanatic with this upgrade count as being in soft cover.
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Thwackwheezer Puffshrooms
Twackwheezer Puffshrooms replace the Fanatic's normal S 5 Hits. All models Hit must pass a T test or suffer a Wound which Ignores Armour Saves. This has no effect on Animated Constructs. In addition, all models within 6" of a Fanatic with this upgrade count as being in soft cover.
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Thwackwheezer Puffshrooms
Twackwheezer Puffshrooms replace the Fanatic's normal S 5 Hits. All models Hit must pass a T test or suffer a Wound which Ignores Armour Saves. This has no effect on Animated Constructs. In addition, all models within 6" of a Fanatic with this upgrade count as being in soft cover.
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Thwackwheezer Puffshrooms
Twackwheezer Puffshrooms replace the Fanatic's normal S 5 Hits. All models Hit must pass a T test or suffer a Wound which Ignores Armour Saves. This has no effect on Animated Constructs. In addition, all models within 6" of a Fanatic with this upgrade count as being in soft cover.
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Thwackwheezer Puffshrooms
Twackwheezer Puffshrooms replace the Fanatic's normal S 5 Hits. All models Hit must pass a T test or suffer a Wound which Ignores Armour Saves. This has no effect on Animated Constructs. In addition, all models within 6" of a Fanatic with this upgrade count as being in soft cover.
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Thwackwheezer Puffshrooms
Twackwheezer Puffshrooms replace the Fanatic's normal S 5 Hits. All models Hit must pass a T test or suffer a Wound which Ignores Armour Saves. This has no effect on Animated Constructs. In addition, all models within 6" of a Fanatic with this upgrade count as being in soft cover.
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Tied Down
The Squig Gobba cannot move after it has been deployed except pivoting on the spot. It may not pursue an enemy it defeats in combat. If the Squig Gobba breaks from combat, it is automatically destroyed.
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Tied Down
The Squig Gobba cannot move after it has been deployed except pivoting on the spot. It may not pursue an enemy it defeats in combat. If the Squig Gobba breaks from combat, it is automatically destroyed.
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Tied Down
The Squig Gobba cannot move after it has been deployed except pivoting on the spot. It may not pursue an enemy it defeats in combat. If the Squig Gobba breaks from combat, it is automatically destroyed.
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Tied Down
The Squig Gobba cannot move after it has been deployed except pivoting on the spot. It may not pursue an enemy it defeats in combat. If the Squig Gobba breaks from combat, it is automatically destroyed.
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Tied Down
The Squig Gobba cannot move after it has been deployed except pivoting on the spot. It may not pursue an enemy it defeats in combat. If the Squig Gobba breaks from combat, it is automatically destroyed.
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Tied Down
The Squig Gobba cannot move after it has been deployed except pivoting on the spot. It may not pursue an enemy it defeats in combat. If the Squig Gobba breaks from combat, it is automatically destroyed.
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Too Pumped Up
Any time a Pump Wagon rolls two or more 1's for its movement, it will not move as normal. Re-roll the Random Movement distance (including the extra dice if you were 'pumping harder'), but this time the Pump Wagon will move in a random direction. If the re-rolled movement also includes two or more 1's, then the Pump Wagon has crashed – remove it as a casualty. Otherwise, all Random Movement rules apply, except that a Pump Wagon halted by a friendly unit will inflict 2D6 Impact Hits on the unit that blocks its move.
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Too Pumped Up
Any time a Pump Wagon rolls two or more 1's for its movement, it will not move as normal. Re-roll the Random Movement distance (including the extra dice if you were 'pumping harder'), but this time the Pump Wagon will move in a random direction. If the re-rolled movement also includes two or more 1's, then the Pump Wagon has crashed – remove it as a casualty. Otherwise, all Random Movement rules apply, except that a Pump Wagon halted by a friendly unit will inflict 2D6 Impact Hits on the unit that blocks its move.
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Too Pumped Up
Any time a Pump Wagon rolls two or more 1's for its movement, it will not move as normal. Re-roll the Random Movement distance (including the extra dice if you were 'pumping harder'), but this time the Pump Wagon will move in a random direction. If the re-rolled movement also includes two or more 1's, then the Pump Wagon has crashed – remove it as a casualty. Otherwise, all Random Movement rules apply, except that a Pump Wagon halted by a friendly unit will inflict 2D6 Impact Hits on the unit that blocks its move.
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Too Pumped Up
Any time a Pump Wagon rolls two or more 1's for its movement, it will not move as normal. Re-roll the Random Movement distance (including the extra dice if you were 'pumping harder'), but this time the Pump Wagon will move in a random direction. If the re-rolled movement also includes two or more 1's, then the Pump Wagon has crashed – remove it as a casualty. Otherwise, all Random Movement rules apply, except that a Pump Wagon halted by a friendly unit will inflict 2D6 Impact Hits on the unit that blocks its move.
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Too Pumped Up
Any time a Pump Wagon rolls two or more 1's for its movement, it will not move as normal. Re-roll the Random Movement distance (including the extra dice if you were 'pumping harder'), but this time the Pump Wagon will move in a random direction. If the re-rolled movement also includes two or more 1's, then the Pump Wagon has crashed – remove it as a casualty. Otherwise, all Random Movement rules apply, except that a Pump Wagon halted by a friendly unit will inflict 2D6 Impact Hits on the unit that blocks its move.
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Too Pumped Up
Any time a Pump Wagon rolls two or more 1's for its movement, it will not move as normal. Re-roll the Random Movement distance (including the extra dice if you were 'pumping harder'), but this time the Pump Wagon will move in a random direction. If the re-rolled movement also includes two or more 1's, then the Pump Wagon has crashed – remove it as a casualty. Otherwise, all Random Movement rules apply, except that a Pump Wagon halted by a friendly unit will inflict 2D6 Impact Hits on the unit that blocks its move.
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Tricksy Traps
Any friendly Night Goblin unit that chooses to flee as a charge reaction and subsequently rallies at the beginning of its next turn may reform as normal, but is then also free to move during the Remaining Moves sub-phase. The unit is also free to shoot as normal (but it always counts as having moved).
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Tricksy Traps
Any friendly Night Goblin unit that chooses to flee as a charge reaction and subsequently rallies at the beginning of its next turn may reform as normal, but is then also free to move during the Remaining Moves sub-phase. The unit is also free to shoot as normal (but it always counts as having moved).
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Tricksy Traps
Any friendly Night Goblin unit that chooses to flee as a charge reaction and subsequently rallies at the beginning of its next turn may reform as normal, but is then also free to move during the Remaining Moves sub-phase. The unit is also free to shoot as normal (but it always counts as having moved).
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Tricksy Traps
Any friendly Night Goblin unit that chooses to flee as a charge reaction and subsequently rallies at the beginning of its next turn may reform as normal, but is then also free to move during the Remaining Moves sub-phase. The unit is also free to shoot as normal (but it always counts as having moved).
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Tricksy Traps
Any friendly Night Goblin unit that chooses to flee as a charge reaction and subsequently rallies at the beginning of its next turn may reform as normal, but is then also free to move during the Remaining Moves sub-phase. The unit is also free to shoot as normal (but it always counts as having moved).
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Tricksy Traps
Any friendly Night Goblin unit that chooses to flee as a charge reaction and subsequently rallies at the beginning of its next turn may reform as normal, but is then also free to move during the Remaining Moves sub-phase. The unit is also free to shoot as normal (but it always counts as having moved).
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Troll Hag Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Troll Hag and roll a D6 on one of the tables. Which table you use depends on the size of the Troll Hag's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Tiddlers chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Whoppers chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
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Troll Hag Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Troll Hag and roll a D6 on one of the tables. Which table you use depends on the size of the Troll Hag's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Tiddlers chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Whoppers chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
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Troll Hag Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Troll Hag and roll a D6 on one of the tables. Which table you use depends on the size of the Troll Hag's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Tiddlers chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Whoppers chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
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Troll Hag Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Troll Hag and roll a D6 on one of the tables. Which table you use depends on the size of the Troll Hag's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Tiddlers chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Whoppers chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
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Troll Hag Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Troll Hag and roll a D6 on one of the tables. Which table you use depends on the size of the Troll Hag's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Tiddlers chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Whoppers chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
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Troll Hag Special Attacks
To determine what happens in each Close Combat phase, pick a unit in base contact with the Troll Hag and roll a D6 on one of the tables. Which table you use depends on the size of the Troll Hag's victim. If no suitable target is in base contact, roll again on the chart until you get another result. Use the Tiddlers chart when fighting Infantry, Cavalry, War Beasts or Swarms. Use the Whoppers chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.
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Troll Vomit
Instead of attacking normally, the whole unit can choose to vomit on the enemy. Each model inflicts one automatic S 5 hit which Ignores Armour Saves.
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Troll Vomit
Instead of attacking normally, the whole unit can choose to vomit on the enemy. Each model inflicts one automatic S 5 hit which Ignores Armour Saves.
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Troll Vomit
Instead of attacking normally, the whole unit can choose to vomit on the enemy. Each model inflicts one automatic S 5 hit which Ignores Armour Saves.
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Troll Vomit
Instead of attacking normally, the whole unit can choose to vomit on the enemy. Each model inflicts one automatic S 5 hit which Ignores Armour Saves.
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Troll Vomit
Instead of attacking normally, the whole unit can choose to vomit on the enemy. Each model inflicts one automatic S 5 hit which Ignores Armour Saves.
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Troll Vomit
Instead of attacking normally, the whole unit can choose to vomit on the enemy. Each model inflicts one automatic S 5 hit which Ignores Armour Saves.
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Tusker Charge
A mount with this rule receives Strength Bonus (2) during the turn in which it charged into combat.
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Tusker Charge
A mount with this rule receives Strength Bonus (2) during the turn in which it charged into combat.
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Tusker Charge
A mount with this rule receives Strength Bonus (2) during the turn in which it charged into combat.
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Tusker Charge
A mount with this rule receives Strength Bonus (2) during the turn in which it charged into combat.
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Tusker Charge
A mount with this rule receives Strength Bonus (2) during the turn in which it charged into combat.
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Tusker Charge
A mount with this rule receives Strength Bonus (2) during the turn in which it charged into combat.
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Ulda the Great Wolf
Gitilla, and any unit he is with, can choose to re-roll any Pursuit or Flee rolls they make.
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Ulda the Great Wolf
Gitilla, and any unit he is with, can choose to re-roll any Pursuit or Flee rolls they make.
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Ulda the Great Wolf
Gitilla, and any unit he is with, can choose to re-roll any Pursuit or Flee rolls they make.
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Ulda the Great Wolf
Gitilla, and any unit he is with, can choose to re-roll any Pursuit or Flee rolls they make.
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Ulda the Great Wolf
Gitilla, and any unit he is with, can choose to re-roll any Pursuit or Flee rolls they make.
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Ulda the Great Wolf
Gitilla, and any unit he is with, can choose to re-roll any Pursuit or Flee rolls they make.
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Venom Surge
When fighting MI, MB, MC or Mo; before rolling to hit, nominate one of the Arachnarok's attacks to be made with the Venom Surge, and roll it separately. This is a Poisoned Attack with Multiple Wounds (D6).
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Venom Surge
When fighting MI, MB, MC or Mo; before rolling to hit, nominate one of the Arachnarok's attacks to be made with the Venom Surge, and roll it separately. This is a Poisoned Attack with Multiple Wounds (D6).
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Venom Surge
When fighting MI, MB, MC or Mo; before rolling to hit, nominate one of the Arachnarok's attacks to be made with the Venom Surge, and roll it separately. This is a Poisoned Attack with Multiple Wounds (D6).
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Venom Surge
When fighting MI, MB, MC or Mo; before rolling to hit, nominate one of the Arachnarok's attacks to be made with the Venom Surge, and roll it separately. This is a Poisoned Attack with Multiple Wounds (D6).
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Venom Surge
When fighting MI, MB, MC or Mo; before rolling to hit, nominate one of the Arachnarok's attacks to be made with the Venom Surge, and roll it separately. This is a Poisoned Attack with Multiple Wounds (D6).
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Venom Surge
When fighting MI, MB, MC or Mo; before rolling to hit, nominate one of the Arachnarok's attacks to be made with the Venom Surge, and roll it separately. This is a Poisoned Attack with Multiple Wounds (D6).
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Voice of Gork
All friendly units within 12" of Gordrakk gain Devastating Charge.
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Voice of Gork
All friendly units within 12" of Gordrakk gain Devastating Charge.
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Voice of Gork
All friendly units within 12" of Gordrakk gain Devastating Charge.
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Voice of Gork
All friendly units within 12" of Gordrakk gain Devastating Charge.
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Voice of Gork
All friendly units within 12" of Gordrakk gain Devastating Charge.
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Voice of Gork
All friendly units within 12" of Gordrakk gain Devastating Charge.
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Waaagh!
If a Warboss is your Army General, then once per game he may call a Waaagh! The Waaagh! may only be called if the Warboss first declares a charge, and must be announced immediately after making the charge declaration, before any charge reaction takes place. In the turn a Waaagh! is called, every combat involving Orcs (of any type) in the army adds +1 to its combat resolution for the rest of the player turn. The General himself, and any unit he joins, adds +D3 to their combat resolution instead. In addition, every unit that fails their Animosity test this turn add their rank bonus to the result rolled on the Animosity table.
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Waaagh!
If a Warboss is your Army General, then once per game he may call a Waaagh! The Waaagh! may only be called if the Warboss first declares a charge, and must be announced immediately after making the charge declaration, before any charge reaction takes place. In the turn a Waaagh! is called, every combat involving Orcs (of any type) in the army adds +1 to its combat resolution for the rest of the player turn. The General himself, and any unit he joins, adds +D3 to their combat resolution instead. In addition, every unit that fails their Animosity test this turn add their rank bonus to the result rolled on the Animosity table.
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Waaagh!
If a Warboss is your Army General, then once per game he may call a Waaagh! The Waaagh! may only be called if the Warboss first declares a charge, and must be announced immediately after making the charge declaration, before any charge reaction takes place. In the turn a Waaagh! is called, every combat involving Orcs (of any type) in the army adds +1 to its combat resolution for the rest of the player turn. The General himself, and any unit he joins, adds +D3 to their combat resolution instead. In addition, every unit that fails their Animosity test this turn add their rank bonus to the result rolled on the Animosity table.
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Waaagh!
If a Warboss is your Army General, then once per game he may call a Waaagh! The Waaagh! may only be called if the Warboss first declares a charge, and must be announced immediately after making the charge declaration, before any charge reaction takes place. In the turn a Waaagh! is called, every combat involving Orcs (of any type) in the army adds +1 to its combat resolution for the rest of the player turn. The General himself, and any unit he joins, adds +D3 to their combat resolution instead. In addition, every unit that fails their Animosity test this turn add their rank bonus to the result rolled on the Animosity table.
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Waaagh!
If a Warboss is your Army General, then once per game he may call a Waaagh! The Waaagh! may only be called if the Warboss first declares a charge, and must be announced immediately after making the charge declaration, before any charge reaction takes place. In the turn a Waaagh! is called, every combat involving Orcs (of any type) in the army adds +1 to its combat resolution for the rest of the player turn. The General himself, and any unit he joins, adds +D3 to their combat resolution instead. In addition, every unit that fails their Animosity test this turn add their rank bonus to the result rolled on the Animosity table.
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Waaagh!
If a Warboss is your Army General, then once per game he may call a Waaagh! The Waaagh! may only be called if the Warboss first declares a charge, and must be announced immediately after making the charge declaration, before any charge reaction takes place. In the turn a Waaagh! is called, every combat involving Orcs (of any type) in the army adds +1 to its combat resolution for the rest of the player turn. The General himself, and any unit he joins, adds +D3 to their combat resolution instead. In addition, every unit that fails their Animosity test this turn add their rank bonus to the result rolled on the Animosity table.
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WAAAGH! Miscast
If an Orc or Goblin Shaman rolls a Miscast, they roll 2D6 on the WAAAGH! Miscast table instead of the normal Miscast Table used by other wizards.
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WAAAGH! Miscast
If an Orc or Goblin Shaman rolls a Miscast, they roll 2D6 on the WAAAGH! Miscast table instead of the normal Miscast Table used by other wizards.
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WAAAGH! Miscast
If an Orc or Goblin Shaman rolls a Miscast, they roll 2D6 on the WAAAGH! Miscast table instead of the normal Miscast Table used by other wizards.
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WAAAGH! Miscast
If an Orc or Goblin Shaman rolls a Miscast, they roll 2D6 on the WAAAGH! Miscast table instead of the normal Miscast Table used by other wizards.
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WAAAGH! Miscast
If an Orc or Goblin Shaman rolls a Miscast, they roll 2D6 on the WAAAGH! Miscast table instead of the normal Miscast Table used by other wizards.
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WAAAGH! Miscast
If an Orc or Goblin Shaman rolls a Miscast, they roll 2D6 on the WAAAGH! Miscast table instead of the normal Miscast Table used by other wizards.
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Wall-crawler
Models with this rule treat ungarrisoned buildings as open terrain for the purposes of movement. They may not finish their movement inside or on top of an ungarrisoned building.
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Wall-crawler
Models with this rule treat ungarrisoned buildings as open terrain for the purposes of movement. They may not finish their movement inside or on top of an ungarrisoned building.
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Wall-crawler
Models with this rule treat ungarrisoned buildings as open terrain for the purposes of movement. They may not finish their movement inside or on top of an ungarrisoned building.
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Wall-crawler
Models with this rule treat ungarrisoned buildings as open terrain for the purposes of movement. They may not finish their movement inside or on top of an ungarrisoned building.
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Wall-crawler
Models with this rule treat ungarrisoned buildings as open terrain for the purposes of movement. They may not finish their movement inside or on top of an ungarrisoned building.
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Wall-crawler
Models with this rule treat ungarrisoned buildings as open terrain for the purposes of movement. They may not finish their movement inside or on top of an ungarrisoned building.
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Ward Save (6+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.
Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
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Ward Save (6+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.
Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
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Ward Save (6+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.
Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
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Ward Save (6+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.
Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
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Ward Save (6+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.
Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
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Ward Save (6+)
The value of a ward save will always be shown in a model's entry in the relevant Warhammer Armies book. These work in the same way as armour saves, and may be combined with other Ward saves as normal. The key difference between ward saves and armour saves is that ward saves are never modified by the S of the attack. However, no model may have a Ward save better than 4+ by combining multiple Ward saves regardless of source.
Note that does not stop single Ward saves from being used, such as a model having a listed 2+ or 3+ Ward save; the above limitation only applies to combining Ward saves.
Sometimes a model has both an armour save and a Ward save. Where this is the case, the model takes its armour save as normal. If the armour save is failed (or modified to the point at which the model cannot pass it) then the model takes its Ward save.
Some models may be allowed to re-roll a Ward save from a specific source. In that case, the re-roll will only apply to that specific Ward save, and not the model's total Ward save.
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Warpaint
Models wearing Warpaint gain Ward save (6+).
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Warpaint
Models wearing Warpaint gain Ward save (6+).
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Warpaint
Models wearing Warpaint gain Ward save (6+).
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Warpaint
Models wearing Warpaint gain Ward save (6+).
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Warpaint
Models wearing Warpaint gain Ward save (6+).
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Warpaint
Models wearing Warpaint gain Ward save (6+).
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Warpaint of Wurrzag
Wurrzag's Warpaint gives him a Ward save (5+).
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Warpaint of Wurrzag
Wurrzag's Warpaint gives him a Ward save (5+).
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Warpaint of Wurrzag
Wurrzag's Warpaint gives him a Ward save (5+).
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Warpaint of Wurrzag
Wurrzag's Warpaint gives him a Ward save (5+).
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Warpaint of Wurrzag
Wurrzag's Warpaint gives him a Ward save (5+).
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Warpaint of Wurrzag
Wurrzag's Warpaint gives him a Ward save (5+).
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Watch Out!
Mangler Squigs must take a Dangerous Terrain test if they move over any of the following types of terrain: Forests, Marshland, Obstacles or Mystical Monuments. If their move would take them into contact with a Building, Impassable Terrain or off a table edge then they must take a Dangerous Terrain test and will stop 1" short of the obstruction.
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Watch Out!
Mangler Squigs must take a Dangerous Terrain test if they move over any of the following types of terrain: Forests, Marshland, Obstacles or Mystical Monuments. If their move would take them into contact with a Building, Impassable Terrain or off a table edge then they must take a Dangerous Terrain test and will stop 1" short of the obstruction.
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Watch Out!
Mangler Squigs must take a Dangerous Terrain test if they move over any of the following types of terrain: Forests, Marshland, Obstacles or Mystical Monuments. If their move would take them into contact with a Building, Impassable Terrain or off a table edge then they must take a Dangerous Terrain test and will stop 1" short of the obstruction.
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Watch Out!
Mangler Squigs must take a Dangerous Terrain test if they move over any of the following types of terrain: Forests, Marshland, Obstacles or Mystical Monuments. If their move would take them into contact with a Building, Impassable Terrain or off a table edge then they must take a Dangerous Terrain test and will stop 1" short of the obstruction.
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Watch Out!
Mangler Squigs must take a Dangerous Terrain test if they move over any of the following types of terrain: Forests, Marshland, Obstacles or Mystical Monuments. If their move would take them into contact with a Building, Impassable Terrain or off a table edge then they must take a Dangerous Terrain test and will stop 1" short of the obstruction.
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Watch Out!
Mangler Squigs must take a Dangerous Terrain test if they move over any of the following types of terrain: Forests, Marshland, Obstacles or Mystical Monuments. If their move would take them into contact with a Building, Impassable Terrain or off a table edge then they must take a Dangerous Terrain test and will stop 1" short of the obstruction.
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Water Wise
Unless she is within a water feature of any type (including rivers, marshes, swamps, etc), the Giant River Troll Hag hasStupidity. If the test is failed and there is one or more water features on the table, the Troll Hag moves towards the closest of these instead of straight forwards.
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Water Wise
Unless she is within a water feature of any type (including rivers, marshes, swamps, etc), the Giant River Troll Hag hasStupidity. If the test is failed and there is one or more water features on the table, the Troll Hag moves towards the closest of these instead of straight forwards.
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Water Wise
Unless she is within a water feature of any type (including rivers, marshes, swamps, etc), the Giant River Troll Hag hasStupidity. If the test is failed and there is one or more water features on the table, the Troll Hag moves towards the closest of these instead of straight forwards.
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Water Wise
Unless she is within a water feature of any type (including rivers, marshes, swamps, etc), the Giant River Troll Hag hasStupidity. If the test is failed and there is one or more water features on the table, the Troll Hag moves towards the closest of these instead of straight forwards.
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Water Wise
Unless she is within a water feature of any type (including rivers, marshes, swamps, etc), the Giant River Troll Hag hasStupidity. If the test is failed and there is one or more water features on the table, the Troll Hag moves towards the closest of these instead of straight forwards.
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Water Wise
Unless she is within a water feature of any type (including rivers, marshes, swamps, etc), the Giant River Troll Hag hasStupidity. If the test is failed and there is one or more water features on the table, the Troll Hag moves towards the closest of these instead of straight forwards.
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