Special Rules: Difference between revisions

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Created page with "List of active and inactive Special Results, for an active quick reference guide, click here. ==Active== ===Blast (Dn)=== This rule is used for all weapons that explode on impact with the target or otherwise inflict massive amounts of damage with a single hit. If the unit’s ranged attack hits the target, roll a die as indicated in the bracket and multiply the hit by the result of the die. For example, if a unit suffers a hit from a Blast (D6) ranged attack, it will s..."
 
 
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==Active==
==Active==
===Big Shield===
If you are worried about not finding any cover, best bring it with you to the battle!
All attacks (ranged and melee) from enemies that are in the unit’s front arc treat its defence as 6+.


===Blast (Dn)===
===Blast (Dn)===
This rule is used for all weapons that explode on impact with the target or otherwise inflict massive amounts of damage with a single hit. If the unit’s ranged attack hits the target, roll a die as indicated in the bracket and multiply the hit by the result of the die. For example, if a unit suffers a hit from a Blast (D6) ranged attack, it will suffer from one to six hits rather than a single one. Once this is done, roll for damage as normal for all of the hits caused.
This rule is used for all weapons that explode on impact with the target or otherwise inflict massive amounts of damage with a single hit.
 
If the unit’s attack hits the target, the target suffers a number of hits equal to the number in brackets, rather than a single hit.
 
For example, if a unit suffers a hit from a Blast (D6+3) attack, it will suffer from four to nine hits rather than a single one. Once this is done, roll for damage as normal for all of the hits caused


===Breath Attack (n)===
===Breath Attack (n)===
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regimented units or very large creatures. The following
regimented units or very large creatures. The following
rules represent this:
rules represent this:
s 4HE INDIVIDUAL DOES NOT HAVE ANY mANK OR REAR FACINGS�
* The individual does not have any flank or rear facing. Consequently, it is able to see, and therefore shoot and charge, all around.
Consequently, it is able to see, and therefore shoot and
* The individual can make any number of pivots around its centre as it moves, including At The Double!
charge, all around.
* Enemies never double/treble their attacks when fighting the individual, including War Engines with the Individual special rule. Similarly, the individual does not double/treble its own attacks when attacking an enemy in the flank/rear. It does still treble its attacks against war engines, however.
s 4HE INDIVIDUAL CAN MAKE ANY NUMBER OF PIVOTS AROUND
* When shooting aginst the individual enemies suffer an additional -1 penalty on their rolls to hit.
its centre as it moves, including At The Double!
* When charging the individual move into contact with it normally, but after making contact, turn the individual to face the front of one of the units you charged it with rather than individual to face the front of one of the units you charged it with rather than the other way around. In addition, if the individual is routed and the charger decides to advance D6” directly forward, it can make contact with another enemy unit. This is treated as a successful charge and the charger is lined up against the new enemy as normal and can immediately attack again! This rule represents the fact that an individual is often not enough to completely stop a charging unit in its tracks. Note that this rule applies to charging individuals as well.
s %NEMIES NEVER DOUBLE�TREBLE THEIR !TTACKS WHEN
fi ghting the individual, including War Engines with the
Individual special rule. Similarly, the individual does
not double/treble its own attacks when attacking an
enemy in the fl ank/rear. It does still treble its attacks
against war engines, however.
s 7HEN SHOOTING AGAINST THE INDIVIDUAL ENEMIES SUFFER
an additional -1 penalty on their rolls to hit.
s 7HEN CHARGING THE INDIVIDUAL MOVE INTO CONTACT
with it normally, but after making contact, turn the
individual to face the front of one of the
units you charged it with rather than
individual to face the front of one of the
units you charged it with rather than
the other way around. In addition, if the individual is
routed and the charger decides to advance D6” directly
forward, it can make contact with another enemy unit.
This is treated as a successful charge and the charger
is lined up against the new enemy as normal and can
immediately attack again! This rule represents the fact
that an individual is often not enough to completely
stop a charging unit in its tracks. Note that this rule
applies to charging individuals as well.


===Inspiring===
===Inspiring===
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(regardless of modifiers) and is
(regardless of modifiers) and is
Piercing (1)
Piercing (1)
==Inactive==
===Blast (Dn)===
This rule is used for all weapons that explode on impact with the target or otherwise inflict massive amounts of damage with a single hit. If the unit’s ranged attack hits the target, roll a die as indicated in the bracket and multiply the hit by the result of the die. For example, if a unit suffers a hit from a Blast (D6) ranged attack, it will suffer from one to six hits rather than a single one. Once this is done, roll for damage as normal for all of the hits caused.