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===Special Rules=== *'''Sanity is for the Weak'''- All units in a 1st Membranes Detachment count as having Insane Heroism! for any doubles rolled for Morale checks. However, all units in this Detachment also rolls 3D6 when testing for receiving orders, taking the highest two dice. *'''Psychic Regiment'''- A unit with this rule has the Psychic Brotherhood (Mastery Level 1) rule and may take its powers from any of the Psychic Disciplines. If it takes powers solely from Biomancy, it may roll an additional power on the Biomancy Discipline table, representing the regiment's specialization in biomancy powers. A unit with this rule also suffers from the Not This Again! and Psychic Instability special rules as detailed below. **'''Psychic Instability'''- The rank and file of the 1st Membranes are not fully trained psykers, and such suffer from incomplete training. Any rolls of doubles when testing for Psychic powers will cause a Perils result. **'''Not This Again!'''- When a unit with this rule suffers a perils, any 1st Membranes Character within 6" immediately removes D3 models in the periling unit closest to it and no roll is made on the Perils table. If no such models are within 6" then, in addition to the Perils roll, remove D6 models from the unit and replace them with an equal number of Daemonhosts within 6" of the unit (at least 1" away). The Daemonhosts are neutral and are not counted as part of either army and must always move, run and assault towards the closest non-neutral unit in the opposing player's turn (after all enemy units have made their moves). *'''Psychic Brotherhood and Combined Squads'''- When multiple infantry units combine into a single unit, the resulting combined unit counts as Psychic Brotherhood Mastery Level X, with X being the number of Infantry units combined and generates powers normally post-combination.
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