SHOOTING PHASE: Difference between revisions
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=== 1. HIT ROLL === | === 1. HIT ROLL === | ||
To determine if the firing model has hit its target, roll a D6 for each shot that is in range. Most models only get to fire one shot, however, some weapons are capable of firing more than once, as we’ll explain in more detail later. '''The dice roll needed To Hit will depend on how accurate the firers are, as shown by their Ballistic Skill (or BS). The chart below shows the minimum D6 roll needed to score a hit.''' | |||
''For example, if the firing model is a Space Marine with a Ballistic Skill of 4, a roll of 3 or more would score a hit. An Ork Boy only has a Ballistic Skill of 2, which means that it will only hit its target on a roll of 5 or 6.'' | |||
To Hit rolls are easy to remember if you just subtract the Ballistic Skill of the firing model from 7. This will give you the number you need; e.g. a model with BS 2 needs to roll a 5 or more (7-2=5). | |||
Note that the minimum roll needed To Hit is always at least 2. '''When rolling To Hit, there is no such thing as an automatic hit and a roll of a 1 always misses.''' | |||
If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1. | If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1. | ||
[[File:Towoundchart.png|thumb|To Wound Chart]] | |||
=== 2. WOUND ROLL === | === 2. WOUND ROLL === | ||
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table: | Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table: | ||
If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1. | |||
If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An | |||
=== 3. ALLOCATE ATTACK === | === 3. ALLOCATE ATTACK === | ||
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==== Overwhelming Damage ==== | ==== Overwhelming Damage ==== | ||
A model that's suffered a wound from an attack with a Strength characteristic equal to double the amount of the model's Toughness characteristic cannot use Invulnerable Saves or Armor Saving throws against that wound. Cover saving throws are still allowed to be taken. | A model that's suffered a wound from an attack with a Strength characteristic equal to double the amount of the model's Toughness characteristic cannot use Invulnerable Saves or Armor Saving throws against that wound. Cover saving throws are still allowed to be taken. Additionally, these shots are treated as having the [Instant Death] special rule. | ||
=== 5. INFLICT DAMAGE === | === 5. INFLICT DAMAGE === | ||
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* A model can only use one rule to attempt to ignore each wound suffered. | * A model can only use one rule to attempt to ignore each wound suffered. | ||
== Go to Ground == | |||
If warriors come under fire, they may decide to keep their heads down to try and stay alive a little longer while they wait for extraction or reinforcements. After the enemy has rolled To Hit and To Wound against any of your non-vehicle units, but before any saves are made or Wounds allocated, you can declare that the unit is Going to Ground. To represent this, place a suitable marker next to the unit as a reminder. | |||
* Models in a unit that has Gone to Ground immediately receive +1 to their cover saving throws. | |||
* Models in open ground can still Go to Ground by diving to the floor (or using some other evasion technique) and receive a 6+ cover save, even if they are not 25% obscured. | |||
'''A unit that has Gone to Ground cannot move, Run or charge. It can only fire Snap Shots when it wishes to shoot, and cannot fire Overwatch.''' At the end of its following turn, the unit returns to normal, the marker is removed and the unit is free to act as normal from then on. Whilst it has Gone to Ground, a unit reacts normally if affected by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example if it has to Fall Back, it returns to normal immediately – remove the marker. If charged, the unit will fight as usual. If a unit Goes to Ground from Overwatch, then the charge automatically fails. | |||
[[Category:Rules]] | [[Category:Rules]] |