Special Rules

Fear

Enemy attempting to charge lose the benefit of any extra movement. Enemy in base contact suffer a -1 on their CRITICAL NUMBER for a cohesion test.

Nature Power

If Skirmishers, are not destroyed if contacted in woods, difficult or close terrain.
Gains +2 to attack in woods and +1 in natural difficult/broken ground ( including ploughed fields and scrub).

Insubstantial

Only subject to magical attacks. May always break off.

Keen to Close

+1 on roll when attempting their second move of a turn so long as it is in roughly the direction of the nearest enemy they can engage.

Magical Attacks

Unit's attacks are classes as being magical.

Missile Resistant

Only sixes cause damage.

UnEnding

Loss of unit does not count towards morale degradation. As each is destroyed, another issues from the player's camp or a spawn point.

Wild

Are not Disordered and do not lose Impetus bonus due to broken or difficult ground.