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===Combat=== Melee combat works like in 40k, except units are in combat if they are in base contact with a model in base contact with the enemy(fighting in 1 rank). Skirmish and Horde models charge closest to closest exactly like in 40k. Units in ranks fill in so that as many are in combat as possible while maintaining prior number of columns: neither player's units may wrap around the other, but must pile in without flanking the enemy. Even Hordes and Skirmishers must follow this when fighting against units in ranks. Charging and Dual wielding give +1 attack as normal, and when dual wielding, select which weapon is the primary one to use its profile for the hits. Charging into cover does not give a bonus to defenders, except if defenders are Skirmishers, in which case they get to Counter-Attack. Determining who wins combat is difference in wounds dealt+difference in number of ranks. A standard bearer also gives +1 to the score. Breaking away works like in 40k, and counts as psychology (fearless implies unbreakable, and takes wounds instead of rolling morale). Rallying can be done at less than half strength if unit is all independent characters, or has a musician. Morale tests are taken in the same circumstances as in 40k. In addition, Fear and Terror are also rules(unit strength for fear is determined by outnumbering, monstrous counts as 5 cavalry as 2 towards numbers). Fleeing units can flee through allies, triggering panic tests. Otherwise, no crazy conditions for morale checks like in WHFB. Consolidation for non-rank units is as normal. Consolidation for units in ranks means that they must always reform, doing nothing else, but may roll the d6 to see how far they can reform. Universal Special Rules are the same as in WHFB or 40k unless otherwise noted. Here are some exceptions: Feel No Pain is effective except against Strength=2X Toughness, ignores armor saves, or AP5 or higher. The "critical strike" USR is "on a roll of 6 to wound, this model deals d3 additional wounds, and ignores Feel No Pain." Frenzy: A model with Frenzy is immune to Fear and Terror, +1 A, and must always charge the nearest unit if possible. If the model loses a combat, it loses its Frenzied state. Fear and Terror: Slight differences in Fear and Terror, based on older WHFB rules: Fear: A unit must pass a Ld test to charge a unit it fears. A unit must pass a Ld if charged by a unit it fears: if it fails, and is outnumbered, it flees. If not outnumbered, it gets 6's to hit in the first round of combat. If a unit is both beaten in combat and outnumbered by a feared unit, it automatically fails the morale test unless it is fearless. Terror: Like Fear, except outnumbering does not matter. If a unit passes a Terror test, however, it treats Terror as Fear for the rest of the game. Fear units are immune to normal Fear, and treat Terror as Fear. Terror units are immune to both.
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