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==Army Special Rules== ===Daemons, Mortals and Beasts=== Most Chaos units are classified as either Daemons, Mortals or Beasts. If your General is a Mortal, Mortal units are your Core units, while Daemons and Beasts are Special. If your General is a Beast, Beast units are your Core units, while Mortals and Daemons are Special. If your General is a Daemon... you get the idea. Just to complicate things further, some units (mostly Rare, but one or two Specials like Chaos Trolls and Chaos Ogres) always stay in the same category no matter who's in charge. ===Marks of Chaos=== Many Chaos units and characters have Marks of Chaos. The default is the Mark of Chaos Undivided: all units which can have a Mark start off with this one, and it's free. You can choose to dedicate your units to a particular Chaos God and gain upgrades, for a few (or more than a few) extra points. The Marks do different things depending on the model they're applied to, and we'll get into the specifics of those later. The important thing for the army as a whole is that if your General has a particular God's Mark, all your troops who can have a Mark must have the same one, or stick with Chaos Undivided. If your General has the Mark of Chaos Undivided, you can go hog wild with the rest of your units and characters and take what you like. Also, characters with a Mark can't join units with a different one, although they can join units with no Mark at all (which is how you get characters into Beast Herds, Marauders and other troops that don't have the option). ===Daemonic=== Some Chaos units are not of this world. Daemon units all cause ''fear'', and the big 'uns cause ''terror'' as well; they are immune to psychology; they have a 5+ Ward save which applies to everything except magical attacks; they count as having magical attacks themselves; and they have Instability. Instability is a fiddly rule that comes into play if your Daemon unit loses a round of combat. Once you know they've lost, take a Leadership test on their ''unmodified'' Leadership stat: if they fail this, they disappear, vanish into the Realm of Chaos in a huff. THEN take the same roll and compare it to their Leadership stat ''as modified by combat resolution'', and inflict that many unsaveable wounds on the unit. Oh, and Daemon characters can't join non-Daemon units, or vice versa. ===Ambush=== If your General is a Beast with the Ambush rule, Beast units with the Ambush rule can move on from a table edge instead of deploying normally. You can Ambush in any battle where you're allowed to use Scouts. Up to half the eligible units in your army (rounding down) can Ambush, and your General has to start the game on the board. Units in Ambush aren't in play and don't generate Power or Dispel dice, so keep your wizards on the table. Starting from the second turn, in the Remaining Moves phase, you can bring your Ambushing units on. They have to come on all at once. For each unit, one by one, pick a point on any table edge: that's where they should be. Then take a Leadership test for the unit. If you pass, they move on from that point as if they've returned from pursuing an enemy off the board. If you fail, roll a Scatter die in the middle of the board and follow the arrow to the edge: that's where they turn up instead. (Don't forget that there's a little arrow on the HIT faces for exactly this kind of situation.)
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