Special Abilities
- Special Abilities represent the different fighting skills and techniques used by models during a game.
- A model can only use a Special Attack or Defence if it is using the weapon that has it on it's Melee and Ranged weapon grid.
- All Special Attacks and Defences have an X cost after the name text.
- This is the number of dice to remove from the model’s Melee dice pool (See Melee Exchanges) if it chooses to use a Special Attack or Defence.
- Example: Using Sidestep Defence (1) removes one die from the Melee dice pool, while Sidestep Defence (0) does not remove any dice.
- A model’s dice pool cannot be reduced to 0 through to use of a Special Attack or Defence, and if this would happen the player cannot declare that Special Attack or Defence.
- A model may only perform one Special Attack or Defence per Melee Exchange.
- Some Exceptional Attacks and Defences are only available to select Model Profiles, and these are indicated on the Profile Cards.
Special Abilities and Movement
- Some special abilities can move models on the game board.
- All movement from Special Abilities ignore enemy model’s ZoC and being in BtB.
- If through a Special Attack or Defence a model would be moved past the edge of the game area then it stops when its base touches the edge of the board.
- If through a movement from a Slam Attack, Throw Attack or Throw Defence a model is moved into BtB with another model then, dependent on the two models’ Sizes, one of the following occurs:
- If the model contacted is of an equal Size, the moving model stops at the point at which it entered BtB and both models become Prone.
- If the model contacted is of a larger Size, the moving model stops at the point at which it entered BtB and becomes Prone.
- If the model contacted is of a smaller Size, the moving model continues its movement and pushes the model it contacted directly away from the point of contact a distance that would enable the moving model to continue its movement without contacting the model. Both models become Prone at the end of the movement.
- If through a movement from a Push Attack, Forceback Attack, Drag Defence or Push Defence a model is moved into BtB with another model then the moving model stops at the point at which it entered BtB.
- If an Impassable Terrain element would prevent this movement then the model must stop at the point of contact with the Terrain element. If this was due to a Slam Attack, Throw Attack or Throw Defence, the model also becomes Prone.
Special Abilities and Ranged Attacks
- For Ranged Attacks you may only choose available Special Attacks since Ranged Attacks involve no Defence Dice.
- Simply remove the required number of dice from the attackers pool.
page revision: 27, last edited: 16 Oct 2019 03:12