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    [b]Drunkard[/b]
    Universal Rule for Beast Herds

    The unit may gain one of two different sets of effects depending on whether it shows up [lexicon]Sober[/lexicon] or [lexicon]Drunk[/lexicon] on the
    Battlefield. At step 8 of the Pre-Game Sequence (after Spell Selection), the player must choose whether a Drunkard
    unit is Sober or Drunk. Drunk Characters cannot join units containing any Sober models and vice versa (models
    without Drunkard are considered neither Drunk nor Sober).
    [b]Totems[/b]
    Army Specific option for Beast Herds

    Totems are upgrades that certain Beast Herds Characters and Champions may take. Each Totem contains one or
    more Totem Bound Spells with Power Level (4/8) and Duration: One Turn.

    List of Totems: [lexicon]Black Wing Totem[/lexicon], [lexicon]Blooded Horn Totem[/lexicon], [lexicon]Clouded Eye Totem[/lexicon], [lexicon]Gnarled Hide Totem[/lexicon]

    An army cannot attempt to cast the same Totem Bound Spells more than twice during the same Magic Phase,
    regardless of which model attempts to cast it. Only one Totem Bound Spell can affect a unit at a time (the one most
    recently successfully cast).

    Champions and Characters bear different kinds of Totems: [lexicon]Totem Bearers[/lexicon] and [lexicon]Greater Totem Bearers[/lexicon]
    [b]Primal Instinct[/b] – Close Combat
    Attack Attribute for Beast Herds

    At the start of each Round of Combat, each unit with one or more model parts with this Attack Attribute must take a
    Discipline Test. If the test is passed, all model parts with Primal Instinct in the unit must reroll failed to-hit rolls
    during this Round of Combat.
    21.G.b.7 [b]Fight in Extra Rank[/b] – Close Combat
    Model parts with Fight in Extra Rank, or using a weapon with Fight in Extra Rank, can make Supporting Attacks
    from an additional rank (normally, this means that models with Fight in Extra Rank will be able to make Supporting Attacks from the third rank). This rule is cumulative, allowing an additional rank to make Supporting Attacks for each instance of Fight in Extra Rank.
    21.A.a.8 Fear
    Units in base contact with one or more enemy models with Fear suffer −1 Discipline. At the start of each Round of Combat, such units must take a Discipline Test , called a Fear Test. If this test is failed, the models in the unit are Shaken and Close Combat Attacks made by models in the unit suffer −1 to hit, while Close Combat Attacks allocated towards models in the unit gain +1 to hit. These effects apply until the end of the Round of Combat. Models that have Fear themselves are immune to the effects of Fear.
    21.G.b.5 [b]Devastating Charge[/b] (X)
    A Charging model part with Devastating Charge, or using a weapon with Devastating Charge, gains the Model Rules and Characteristic modifiers stated in brackets.

    For example, a model part with Devastating Charge (+1 Strength, Poison Attacks ) gains +1 Strength and Poison Attacks when it is Charging.

    Remember that Special Attacks cannot be affected by Attack Attributes, so the Model Rules and Characteristic modifiers gained from Devastating Charge are not applied to Special Attacks, like Impact Hits and Stomp Attacks , unless specifically stated otherwise.

    This rule is cumulative: a model part with several instances of Devastating Charge applies all Attack Attributes and Characteristic modifiers from all of them when Charging.
    21.H.a.1 [b]Breath Attack[/b] (X)
    A model part with Breath Attack can use it only once during the game. If a model has more than one Breath Attack, it can only use one Breath Attack in a single phase. It can be used either as a Shooting Attack or as a Special Attack when Engaged in Combat.
    (Click for Complete Rule)