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===Other Races=== Certain less common, strange or arcane races and types of creatures exist in Tamriel. '''Daedra''' Immortal: Daedra are not mortals. They have Eternal Warrior, and cannot be affected by disease. Otherworldly Beings: Daedra have the Ethereal and Fearless special rules. '''Undead''' Undead are Fearless. Lumbering Walk: Undead cannot March, and are Fearless. Unburdened by Life: Undead have Feel No Pain, Immune to Poison, and are unaffected by disease. They are not mortals. '''Vampire''' All Vampires are considered Undead. However, they have the following differences: Mortal Appearance: Vampires can March, are not Fearless, and do not have Feel No Pain. A model may be both a Vampire and another race. Power of the Night: Vampires have many abilities, spells and special rules specific to their profiles or to their entries in army books unavailable to other models. Tyranny of the Sun: During the day, all Vampires outside of area terrain or buildings have -1 Toughness and cannot benefit from Regenerate. They get no charge bonuses during the day of any kind, and only replenish half of whatever amount of Power Dice they would otherwise replenish at the start of a daytime turn. Flame weapons always get +1 to wound against Vampires. '''Dragon''' Sons of Akatosh: Dragons have the Eternal Warrior special rule and are unaffected by disease. They are not mortals. In addition, they may only be Soul Trapped by another Dragon or by a Dragonborn, and cannot be Silenced. Serpentine Form: Dragons are Flyer Monstrous Creatures, and cannot carry/hold wargear, other than the natural weapons and armor granted by their draconic form. Tongues of the Thu'um: Dragons always have the Tongue special rule, and automatically pass the Leadership test required to use Shouts. Rulers of the Sky: Dragons have the Hit and Run and Fearless universal special rules, and cause Terror. '''Automaton''' Form of Brass: Automatons are Fearless, are unaffected by disease, and are Immune to Frost and Poison. Shock damage ignores the armor saves of Automatons, and gets +1 to wound against them. Automatons are not mortals. Mechanical: Automatons cannot be affected by Blind, Chill, Paralyze, Silence or Command effects, or Illusion spells an opponent controls, unless a special rule specifically allows it. '''Sload''' Dread Sorcerers: Sloads get +1 to all attempts at casting spells. Stoic Deliberation: At the beginning of the game, after all deployment, including Infiltrators and Scout re-deployment, mark each unit in which the majority of the models are Sloads. As long as the majority of the models in a unit marked in this way are Sloads, that unit is Stubborn, and may choose to automatically fail any Morale test if it so desires. '''Snow Elf(Falmer)''' Falmer that retain their noble form use the following special rules: Wisdom of the Snow Princes: At the beginning of each of your turns, immediately after Power Dice Pools are replenished, add 1 extra Power Die to the pool of each non-corrupted Falmer in your army. Falmer that retain their noble form have Arkay's Protection(see above) Falmer that have fallen to a corrupted form at the hands of the dwarves use the following special rules: The Sightless: Corrupted Falmer have no eyes, and therefore are completely unaffected by Blind affects: they're already blind, and are used to it! However, cover saves may always be taken against Ranged Attacks by Falmer as if Night Fighting was active, and Falmer, cannot shoot at a unit more than 36" away from their unit. Note that these Night Fighting effects on Falmer always apply, even if an effect would take away the Night Fighting status from a unit, or allow a unit to ignore Night Fighting, and are unmodifiable. Ages Underground: Corrupted Falmer have the Acute Senses special rule, and are immune to Fear, Terror and Panic. '''Heartland High Elf(Ayleid)''' Ayleid models use the same rules as Altmer(see above) Ayleids have Arkay's Protection(see above) '''Frost Spirit''' Elemental Essence: Frost Spirits are Fearless and do not have to roll for difficult and dangerous terrain. They are not mortals. Icy Form: Frost Spirits are unaffected by Frost damage or disease, and cannot be Chilled, but Flame damage gets +1 to wound against them.
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