Scouts, Magic Resistance (1-3) and Regeneration Rule summaries - just to clear up some misunderstanding I keep hearing around some of these special rules.
Scouts
- can deploy as close as 10 inches from the enemy (providing they are out of sight, eg. In a wood)Note: they are deployed last. If both sides have scouts roll a D6 to see who goes first and then tale in in turns.
Regeneration
- basically another ward save that also cannot be modified by anything. No wounds are regenerated, you just don't lose the wound in the 1st place.Note: not effective against flaming attacks, flaming missiles or magic fire.
Magic Resistance
- always between 1 and 3 (unless stated otherwise in the respective army book). Indicates the number of dice that can be added by the target until to their dispel roll. *Very Important Note ! : * this is in addition to army dispel dice but magic resistance dice can only be used by the character or unit that has it. If characters join units they both benefit from the any Magic Resistance that either the character or unit has.
Reposted with a correction