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    15.G [b]Break Test[/b]
    Each unit on the side that lost the Round of Combat must take a Break Test. The order is chosen by the losing player.
    A Break Test is a Discipline Test with a negative modifier equal to the Combat Score difference (i.e. if the Combat
    Score was 6 to 3, the units on the losing side take Break Tests with a −3 modifier).

    If the test is passed, the unit remains Engaged in the Combat. If the test is failed, the unit Breaks and Flees. Remember
    that units within 6” of a friendly unit that Breaks must take a Panic Test (see Panic Test ).
    5.C.a[b] Discipline Tests[/b]
    Discipline Tests are a special type of Characteristic Test and follow their own rules. To perform a Discipline Test,
    roll 2D6 and compare the result with the model’s Discipline Characteristic. If the result is less than or equal to the
    Discipline value, the test is passed. Otherwise, the test is failed.

    (Click for complete text)
    15.D.c.1 [b]Supporting Attacks[/b]
    Models in the second rank and not in base contact with any enemy models can perform Close Combat Attacks across
    models in the first rank directly in front of them. These Close Combat Attacks are called Supporting Attacks. A model
    part that performs Supporting Attacks always has a maximum Attack Value of X, where X is defined by the [lexicon]Height[/lexicon] of
    the model (see “Model Classification ”, page 87 ).