Electric Discharge

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 here! You can read all about it in the news.

  • Shooting Weapon. Range 18", Strength (D6*2), Multiple Shots (3), Multiple Wounds (D3),
    Lightning Attacks, Magical Attacks, Reload!
    .
    Shooting Weapon. Range 18", Strength (D6*2), Multiple Shots (3), Multiple Wounds (D3),
    Lightning Attacks, Magical Attacks, Reload!
    During each friendly shooting phase, the Dreadmill must shoot its Electric Discharge (all three shots). The Rakachit
    Technician can try to prevent it from shooting by taking and passing a Leadership Test. The Dreadmill can shot even if
    it is Engaged in Combat, is Fleeing or have Rallied in this Player Turn. It must always choose the closest unit as its
    target (Friend or Foe, the controlling player may choose if several units are equally close) even if it is outside of its
    Front Arc and/or outside Line of Sight, and even if the target is Engaged in Combat. Each of the three shots are
    resolved one at a time (measure which unit is the closest, and therefore the target, before resolving each shot).
    Electric Discharge shots hit automatically, roll to determine Strength once for all shots in the same phase. If a natural
    ‘6’ is rolled for Strength the Dreadmill has misfired and must roll on the Volatile Table. However, if the Misfire occurs
    when the Dreadmill is Engaged in Combat, apply the Malfunction result instead of rolling on the table.
    Special Rules

    632 times viewed