Articles containing the tag „special attacks“

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  • 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
  • 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.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.G.b.18 [b]Poison Attacks [/b]– Close Combat, Shooting
    If the attack hits with a natural to-hit roll of ‘6’, it automatically wounds with no to-wound roll needed.

    Shooting Attacks using Hopeless Shot automatically wound only if the first to-hit roll is a natural ‘6’. Note that the second to-hit roll must still be successful in order to hit the target.

    If the attack can be turned into more than one hit (e.g. a hit with Area Attack or Battle Focus ), only a single hit, chosen by the attacker, automatically wounds. All other hits must roll to wound as normal.
  • 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.H.a.2 [b]Grind Attacks (X)[/b]
    A model part with Grind Attacks resolves these attacks at its Agility. It must choose an enemy unit in base contact with it. The chosen enemy unit suffers a number of hits equal to the value stated in brackets (X). These hits are resolved with the 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). If several model parts in a unit have Grind Attacks and if X is a random number (e.g. Grind Attacks (2D3)), roll for the number of hits separately for each model part.