Source: Warhammer Armies Project: Unofficial 9th Edition (v2.2)

Karma
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A unit with this special rule can benefit from either Good Karma or Bad Karma depending on their actions during the game. If a unit has Good Karma and receives Bad Karma or vice versa, the effects cancel each other out.

Good Karma: If the unit successfully destroys, breaks or panics an enemy unit, all models in it may re-roll 1's To Hit and To Wound in close combat and with missile weapons until they suffer Bad Karma.

Bad Karma: If the unit breaks from combat or flees as a result of a Panic test, all models in it must re-roll 6's To Hit and To Wound in close combat and with missile weapons until they gain Good Karma.

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