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)
21.H.a.5 [b]Sweeping Attack[/b]
Special Attack
This attack may be used by units containing models with Sweeping Attack. When the unit Advance Moves or March Moves , you may nominate a single unengaged enemy unit that the unit with Sweeping Attack moved through or over during this move (meaning their Unit Boundaries were overlapping, even partially). The whole unit makes the Sweeping Attack against the nominated enemy unit, which is resolved when the March or Advance Move is completed. Follow the description in the unit entry. These attacks hit automatically and count as ranged Special Attacks. Each Sweeping Attack can only be performed once per Player Turn.
21.D.b.3 Distracting
Close Combat Attacks allocated towards a model with Distracting suffer a −1 to-hit modifier. This to-hit modifier cannot be combined with any other negative to-hit modifiers.
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.43 Unstable
The model gains Exclusive (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.D.b.5 Fortitude (X)
Fortitude is a Special Save . Fortitude Saves cannot be taken against attacks with Lethal Strike that rolled a natural ‘6’ to wound, or against Flaming Attacks.
A model part with this rule has a random number of Attacks equal to the value between brackets (before adding possible modifier to it). For example, a model with Random Attacks (D3+2) can have between 3 and 5 Attacks. These attacks ignore the limit which states that a model may have a maximum of 10 attacks.
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.
21.G.b.16 [b]Move or Fire[/b] – Shooting
The attack may not be used if the attacking model has made an Advance Move, March Move, Random Movement, Reform, or Pivot during the current Player Turn. Note that the normal limitations still apply (e.g. no shooting after a Failed Charge Move).
21.H.a.3 [b]Impact Hits[/b] (X)
At Initiative Step 10, a Charging model part with Impact Hits must choose an enemy unit that is in base contact with the attacking model’s Front Facing. This unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the attacking model part’s Strength and Armour Penetration.
If a model has both Grind Attacks and Impact Hits, it may only use one of these rules in the same Round of Combat (the owner may choose which). In case of Multipart Models, only model parts that also have Harnessed or Inanimate can use Impact Hits. If several models in a unit have Impact Hits, and if X is a random number (e.g. Impact Hits (D6)), roll for the number of hits separately for each model part.
21.G.b.13 Lightning Reflexes – Close Combat
A Close Combat Attack with Lightning Reflexes gains a +1 to-hit modifier. Model parts with this Attack Attribute wielding Great Weapons do not gain this +1 to-hit modifier, but strike with the Great Weapon at the Initiative Step corresponding to their Agility instead of always striking at Initiative Step 0.