Special Rules

A Battleaxe battle is packed with fantastic creatures and skilled warriors whose abilities are so incredible and varied that the basic rules cannot possibly cover them all. For such circumstances we have special rules – uncommon rules to govern uncommon circumstances.   When a creature has an ability that breaks or bends one of the main game rules, it is often represented by a special rule. A special rule can boost a model's chances of causing damage, such as by granting poisoned weapons, or enhance its Strength. Alternatively, a special rule can improve a model's survivability, by granting it a better armour save or the ability to regrow damaged flesh. It is through the use of the special rules that Dragons breathe fire, Assassins strike with lightning speed and Giants cause bowel-loosening terror in their enemies.  

What Special Rules Does It Have?

It may seem obvious, but unless stated otherwise, a model does not have a special rule. Most special rules are given to a model by the relevant entry in its Battleaxe army book. In addition, a model's attacks can gain special rules because of the equipment it is using. Similarly a model might get special rules as the result of a spell that has been cast upon it or perhaps even as the result of it being in a particular type of terrain. Where this is the case, the rule that governs the equipment, spell or terrain feature in question will make this clear. Unless otherwise noted, the effects of different special rules are cumulative. However, unless otherwise stated, a model gains no additional benefit from having the same special rule multiple times. This also applies to unique special rules in the various unit and army battlescrolls.   Some special rules have an effect at the beginning of the battle, or before the game starts. These effects take place after both armies are deployed and any Deployment special rules have occurred but before the roll for first turn.   Some special rules, especially in the battlescrolls, will affect models of a certain type. Note that special rules and spells such as this only ever affect friendly units from their own army, and will not affect enemy or allied units that happen to be in range unless otherwise stated.   Eventually you are likely to come upon situations where two opposing special rules are in play. In these cases, the two special rules will simply cancel each other out either partially or completely, and neither will have an effect. For example, a unit with the special rule Always Strikes First has Always Strikes Last applied via spell or equipment, these cancel each other out and the unit strikes in Initiative order, like a normal unit that doesn't have either of these rules.   Most of the more commonly used special rules are listed here, but this is by no means an exhaustive list. Many troop types have their own unique abilities laid out in their battlescroll and you will need to go to their army section to reference them. Remember, that if there is a conflict between the rules presented here and in a battlescroll, the latter takes precedence.   Always Strikes First
Always Strikes Last
Armor Piercing X
Breath Weapons
Devastating Charge
Ethereal X
Extra Attack
Fast Cavalry
Fear
Fight In Extra Ranks X
Flaming Attacks
Flammable
Fly X
Frenzy
Hatred
Ignores Armor Saves
Ignores Cover
Immunity
Impact Hits X
Killing Blow
Large Target
Loremaster
Magic Resistance X
Magical Attacks  

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