Articles containing the tag „Special Rules“

This site uses cookies. By continuing to browse this site, you are agreeing to our Cookie Policy.

The latest issue of the 9th Scroll is available! You can read all about it in the news.

    21.G.b.9 Harnessed – Close Combat
    Model parts with Harnessed cannot make Supporting Attacks and cannot use weapons. Shooting Weapons carried by model parts with Harnessed can be used by other model parts of the same model (as long as they do not have Harnessed or Inanimate ). A model with at least one model part with Harnessed is considered to be mounted.
    21.G.b.3 [b]Battle Focus[/b] – Close Combat
    If the attack hits with a natural to-hit roll of ‘6’, the attack causes one additional hit (i.e. usually two hits instead of one).

    In order for Shooting Attacks using Hopeless Shots to cause one additional hit, the first to-hit roll must be a natural ‘6’ and the second to-hit roll must be successful in order to hit the target.
    21.H [b]Special Attacks[/b]
    A model part with Special Attacks can make a special type of attack specified by the corresponding rules. Attacks made using Special Attacks cannot be affected by weapons or Attack Attributes, unless specifically stated otherwise.

    21.H.a List of Special Attacks
    21.H.a.1 Breath Attack (X)
    21.H.a.2 Grind Attacks (X)
    21.H.a.3 Impact Hits (X)
    21.H.a.4 Stomp Attacks (X)
    21.H.a.5 Sweeping Attack
    (Click for a Lexicon Linked version)
    Special Ranged Attack. This attack may be used by units consisting of models with this special rule. At the end of the Remaining Moves sub­-phase (or the Magic Phase if this is done as part of a Magical Move), nominate one unengaged enemy unit which the unit Advanced or Marched through this phase (Bases are Overlapping, even partially). The whole unit makes an attack against the chosen enemy unit (follow the description in the unit profile). These attacks hit automatically.
    21.G.b.25 [b]Weapon Master[/b] – Close Combat
    At the beginning of each Round of Combat, model parts with Weapon Master may choose which weapon they fight with. This includes selecting to use a Hand Weapon even if they have other weapons. If armed with a weapon with a Weapon Enchantment, the model part must still use it.
    21.G.b.24
    Volley Fire – Shooting
    If at least one model in a unit can draw Line of Sight to the target, then all model parts using Volley Fire in the same unit ignore all intervening models of their own Height or smaller for Line of Sight and Cover purposes.In addition, unless making a Stand and Shoot Charge Reaction, models in a unit in Line Formation that has not moved during this Player Turn may shoot from one additional rank (usually this means that they can shoot from the first three ranks).
    21.G.b.23 [b]Unwieldy [/b]– Shooting
    The attack suffers an additional −1 to-hit modifier for Moving and Shooting (for a total of −2). When combined with Quick to Fire, the attack can only ignore the normal −1 to-hit modifier for Moving and Shooting, not the additional −1 to-hit modifier from Unwieldy.
    21.A.a.37 Unstable
    Models with Unstable can only join or be joined
    by models with Unstable. A unit with one or more models with Unstable
    does not take a Break Test when losing a Round of Combat, but instead it
    loses one Health Point for each point of Combat Score difference by
    which it lost the Round of Combat (with no saves of any kind allowed).
    The Health Point losses are allotted in the following order:
    1. R&F models, excluding Champions
    2. Champion
    3. Characters, allotted by the owner of the unit as evenly as possible
    21.H.a.4 [b]Stomp Attacks[/b] (X)
    At Initiative Step 0, a model part with Stomp Attacks must choose an enemy model of Standard Height in base contact with it. The chosen model’s unit suffers a number of hits equal to the value stated in brackets (X). These hits can only be distributed onto models of Standard Height (ignore models of a different Height when distributing hits). They are resolved with the model part’s Strength and Armour Penetration.

    In case of Multipart Models, only model parts that also have Harnessed can use Stomp Attacks. If several models in a unit have this Special Attack, and if X is a random number (e.g. Stomp Attacks (D6)), roll for the number of hits separately for each model part.
    21.A.a.22 [lexicon]Random Movement[/lexicon] (X)
    At the end of step 2 of the Movement Phase Sequence (after Rallying [lexicon]Fleeing Units[/lexicon]), a non-[lexicon]Fleeing[/lexicon] unit with [lexicon]Random Movement[/lexicon] must move using the rules for Pursuing units , with the following exceptions, which only apply in the Movement Phase, unless specifically stated otherwise:
    -It always moves the distance stated in brackets (X), which is also used for Flee Distance and Pursuit Distance (including Overruns ).
    -It can choose which direction to Pivot in before rolling the Pursuit Distance.
    -It cannot move off the [lexicon]Board Edge[/lexicon].
    -It does not take Dangerous [lexicon]Terrain[/lexicon] Tests unless Charging.
    21.G.b.17 [b]Multiple Wounds[/b] (X) – Close Combat
    Unsaved wounds caused by the attacks are multiplied into the value given in brackets (X). If the value is a dice (e.g. Multiple Wounds (D3)), roll one dice for each unsaved wound from an attack with Multiple Wounds. The amount of wounds that the attack is multiplied into can never be higher than the Health Points Characteristic of the target (excluding Health Points lost previously in the battle).

    For example, if a Multiple Wounds (D6) attack wounds a unit of Trolls (HP 3) and rolls a ‘5’ for the multiplier, the number of unsaved wounds is reduced to 3, even if the Troll unit has already lost one or two Health Points previously in battle.

    If Clipped Wings is stated after the X value in brackets, any unsaved wound caused by the attack against a model with Fly is multiplied into X+1 instead of X.