SHOOTING PHASE: Difference between revisions
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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]] |
Revision as of 20:56, 9 August 2024
Guns thunder and shrapnel falls from the sky. Muzzle flare shines through the gloom in bursts, beams of lasfire illuminate the fog of war, and spent ammunition cartridges are left discarded across the battlefield.
Start your Shooting phase by selecting one eligible unit from your army to shoot with. An eligible unit is one that has one or more models equipped with ranged weapons. Units that Advanced this turn, and units that Fell Back (other than TITANIC units) this turn are not eligible. If you have no eligible units, your Shooting phase ends. After you have shot with one of your eligible units, you can then select another of your eligible units to shoot with, and so on, until you have shot with as many of your units as you wish.
When you select a unit to shoot with, you select targets and resolve attacks with any or all ranged weapons that models in that unit are equipped with (each ranged weapon can only be shot once per phase). The ranged weapons that models in a unit are equipped with are detailed on its datasheet.
No unit can be selected to shoot with more than once in each Shooting phase. Once all your eligible units that you wish to shoot with have done so, your Shooting phase ends and you progress to the Charge phase.
- Select a unit from your army to shoot with.
- When a unit shoots, select targets then resolve attacks with any or all ranged weapons that models in that unit are equipped with.
- Select another unit from your army to shoot with.
- Once you have shot with all your units, progress to the Charge phase.
SELECT TARGETS
When a unit shoots, you must select the target unit(s) for all of the ranged weapons its models are making attacks with before any attacks are resolved. If a model has more than one ranged weapon, it can shoot all of them at the same target, or it can split the weapons between different enemy units. Similarly, if a unit has more than one model, they can shoot at the same or different targets. In either case, when you select a target unit you must declare which weapons will target that unit before any attacks are resolved. If any of these weapons has more than one profile that you must choose between, you must also declare which profile is being used.
Only enemy units can be chosen as the target for an attack. In order to target an enemy unit, at least one model in that unit must be within range (i.e. within the distance of the Range characteristic) of the weapon being used and be visible to the shooting model. If unsure, get a look from behind the firing model to see if any part of the target is visible. For the purposes of determining visibility, a model can see through other models in its unit. If there are no eligible targets for a weapon then that weapon cannot shoot. If this is the case for all of a unit’s ranged weapons, then that unit is not eligible to shoot with.
If you have selected more than one target for your unit to shoot at, you must resolve all the attacks against one target before moving on to the next target. If your unit is shooting more than one ranged weapon at a target, and those weapons have different characteristics profiles, then after you have resolved attacks with one of those weapons you must, if any other weapons with the same characteristics profile are also being shot at that unit, resolve those attacks before resolving any attacks against the target unit with a weapon that has a different characteristics profile.
Note that so long as at least one model in the target unit was visible to the shooting model and in range of its weapon when that unit was selected as the target, that weapon’s attacks are always made against the target unit, even if no models in the target unit remain visible to or in range of it when you come to resolve them (this can happen because of models being destroyed and removed from the battlefield as the result of resolving the shots with other weapons in the shooting model’s unit first).
- Select targets for all weapons before any attacks are resolved.
- At least one model in the target unit must be visible to the attacking model and within range of the attacking weapon.
- If a unit targets multiple units, all attacks against one unit must be resolved before resolving attacks against the next.
- If a unit shoots with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
For example: James selects a squad of Chaos Space Marines to shoot with. The unit has ten models: one is equipped with a lascannon, one with a meltagun and eight with boltguns. When the unit is selected to shoot, James splits their attacks as follows: the lascannon targets an enemy vehicle unit, while the meltagun and all the boltguns target an enemy infantry unit. All the weapons are in range of their respective units and both targets are visible to all firing models. James resolves the attacks against the infantry unit first, beginning by choosing to shoot with the boltguns. After all the boltgun attacks have been resolved, James then resolves the meltagun attack. Having resolved all the attacks against the infantry unit, James can then resolve the lascannon attack against the vehicle unit.
LOCKED IN COMBAT
Models cannot make attacks with ranged weapons while their unit is within Engagement Range of any enemy models. Models also cannot target enemy units within Engagement Range of any other units from your army – the risk of hitting your own troops is too great.
- Units cannot shoot while they are within Engagement Range of any enemy units.
- Units cannot shoot at targets within Engagement Range of any friendly units.
NUMBER OF ATTACKS
When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.
The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.
If a weapon doesn't specify a number, treat that weapon as being '1'. For example, if a weapon lists just Rapid Fire as its type, you can treat this as Rapid Fire 1.
- All of a ranged weapon’s attacks must be made against the same target unit.
- Number of attacks = number after weapon’s type.
- If a number isn't specified, it is treated as '1'.
BIG GUNS NEVER TIRE
A VEHICLE or MONSTER model can make attacks with ranged weapons even when its unit is within Engagement Range of enemy units, but it can only make such attacks against enemy units that it is within Engagement Range of. In such circumstances, VEHICLE and MONSTER models can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit. Note that if a VEHICLE or MONSTER unit has more than one ranged weapon, you can still choose to target units that are not within Engagement Range of the firing model’s unit, but they will only be able to make the attacks with that weapon if all enemy units within Engagement Range of the firing model’s unit have been destroyed when you come to resolve those attacks. In addition, when a VEHICLE or MONSTER model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks while any enemy units are within Engagement Range of that model’s unit.
- MONSTERS and VEHICLES can shoot ranged weapons even if within Engagement Range of enemy units.
- MONSTERS and VEHICLES can target other units, but cannot resolve these attacks while any enemy models remain within their Engagement Range.
- Subtract 1 from hit rolls made when MONSTERS and VEHICLES shoot Heavy weapons while any enemy units remain within their Engagement Range.
LOOK OUT, SIR
When a Wound is allocated to one of your non-vehicle CHARACTER units, and there is another friendly non-vehicle model within 3", he is allowed a Look Out, Sir attempt. This represents the character ducking back further into the unit, holding a comrade in the line of fire, or being pushed aside by a selfless ally. If no model is in range, then you cannot make a Look Out, Sir attempt.
To make a Look Out, Sir attempt, roll a D6.
On a roll of 2 or less, the Look Out, Sir attempt fails.
On a roll of 3+, the Look Out, Sir attempt is successful. Determine which model in the unit is closest to the character, and allocate the Wound to that model instead. This can even be a model that is out of range or line of sight of the shooting attack.
If the unit only consists of characters, a Look Out, Sir attempt can still be made, with the closest character within 6" taking the place of the erstwhile victim if the roll is passed. Only one Look Out, Sir attempt can be made per Wound allocated – once the Wound has been transferred (or not), no further attempts to reallocate it can be made.
RANGED WEAPON TYPES
There are five types of ranged weapon: Assault, Heavy, Rapid Fire, Grenade and Pistol. A weapon’s type can impact the number of attacks it can make. In addition, each type of ranged weapon also has an additional rule that, depending upon the situation, might affect the accuracy of the weapon or when it can be fired. These are as follows:
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.
- Can be shot even if firing model’s unit Advanced.
- Subtract 1 from hit rolls if the firing model’s unit Advanced.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).
- Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.
- Double number of attacks made if target is within half range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.
- Only one model can use a Grenade when its unit shoots.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.
When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.
- Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
- Cannot be shot alongside any other type of weapon.
BLAST WEAPONS
Some weapons have ‘Blast,’ 'Large Blast,' or 'Apocalyptic Blast' listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
Any unit that has a weapon with the BLAST keyword use templates and the Blast weapons roll to scatter (Scatter Dice + 2d6).The scatter distance is reduced by the firing units BS. Flamers use the tear shape template and do not roll to scatter. In addition, Flamers that have a range of more than 12” can start the smaller end of the template within a distance of equal to X-12”. So if you have a 15” flamer, you can start the template from anywhere within 3” instead of the base of the firing model. The wider end of the template can not be closer to the originating model than the narrow end.
The BLAST keyword uses the 3' diameter blast template. The LARGE BLAST keyword uses the 5' diameter template. Multiple Blasts. For weapons with multiple Blasts (such as 3d3) place the first template and roll to scatter. Then roll to scatter for each subsequent shot and the results are based on where the first template landed. If a Hit! is scored, you can place the template however you wish so that it is either touching another template or overlapping with another template.
Indirect Fire: When a unit with Indirect Fire shoots with a Blast weapon against a target that is not visible to it, the firing unit does not subtract the Ballistics Skill from the Scatter Distance, if any.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type, unless the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.
- Blast Weapons: Place template where you want to target with a BLAST weapon, roll to scatter, then allocate hits based off where template lands.
- Flamer Weapons: Use the tear shaped template.
- Can never be used to attack units within the firing unit’s Engagement Range, unless the firing model is a VEHICLE or a MONSTER.
SCATTER
Sometimes a rule will call for an object (a template, counter, model or even a whole unit) to be placed on the battlefield and then scattered. When this occurs, follow this procedure:
Place the object on the battlefield as instructed by the rule. Roll a scatter dice and 2D6 to determine the direction and distance of scatter in inches. If a Hit! is rolled on the scatter dice, the object does not move – leave it in place and resolve the remainder of the rule. If an arrow is rolled, move the object the distance shown on the 2D6 in the direction of the arrow. Ignore intervening terrain, units, etc., unless the rule states otherwise. Once the object has scattered to its final position, resolve its effects.
Some rules may specify a distance to be determined other than 2D6, in which case, just replace the 2D6 in this procedure with the method listed in the rule.
When a Ranged Weapon is fired and it scatters, the total distance is subtracted by an amount equal to 7-BALLISTIC SKILL. For example, a Space Marine rocket launcher that scatters, since their Ballistic Skill is 3+, the scatter distance would be reduced by 4".
For example, if something is said to ‘scatter 2D6" in a random direction’, then you’d roll the scatter dice for the direction and 2D6 for the distance. It’s a good idea to roll these as close to the scattering object as possible, to minimise the inaccuracy that will inevitably creep in as you attempt to match the vector.
MAKING ATTACKS
Attacks are made using ranged or melee weapons. Attacks can be made one at a time, or, in some cases, you can roll for multiple attacks together. The following sequence is used to make attacks one at a time:
1. HIT ROLL
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.
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.
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:
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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 6 always successfully wounds the target, and 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.
3. ALLOCATE ATTACK
If an attack successfully wounds the target unit, the player commanding the target unit allocates that attack to one model in the target unit who is closest to the firing unit. If a model in the target unit has already lost any wounds or has already had attacks allocated to it this phase, the attack must be allocated to that model.
4. SAVING THROW
Few warriors take to the battlefield without some form of protection, whether it is a suit of armour or an energy force field. Furthermore, the battlefield itself can also offer protection. All these forms of protection are represented by saving throws (sometimes called saves), as we’ll now discuss.
Armour Saves
Most troops wear some sort of protective clothing or armour, even if it’s only a helmet! Some creatures may have a form of natural protection, such as chitinous exoskeletons or thick bony plates. If a model has an Armour Save characteristic of 6+ or better on its profile, it is allowed a further dice roll to see if the armour prevents the Wound. This is called an armour saving throw, or armour save, for short.
To take an armour save, roll a D6 and compare the result to the Armour Save characteristic of the model that has been allocated the Wound.
- If the dice result is equal to or higher than the model’s Armour Save characteristic, the Wound is stopped.
- If the result is lower than the Armour Save value, the armour fails to protect its wearer and it suffers a Wound. This means that, unlike most characteristics, an Armour Save is better if it is a lower number.
For example, a Space Marine wearing power armour is hit and wounded. Power armour grants an Armour Save of 3+, so a D6 is rolled resulting in a score of 5. The damage is therefore saved, and the Space Marine is unharmed – the shot bounces off his power armour.
The following table shows how the minimum D6 score required varies between three types of armour:
Armour Piercing Weapons
Some powerful weapons are quite capable of punching through even the thickest armour. This is shown by a weapon having an Armour Piercing characteristic, usually referred to as AP. Nearly all weapons have an Armour Piercing value. Some sample AP values for different weapons are shown below:
The AP rating indicates the Armour Save the weapon can ignore – so lower means more powerful. A weapon shown as ‘AP-’ has no Armour Piercing value and will never ignore a target’s Armour Save.
- If the weapon’s Armour Piercing value is equal to or lower than the model’s Armour Save, then it is sufficiently powerful to punch straight through the armour; the target gets no Armour Save at all. The armour is ineffective against the shot.
- If the weapon’s Armour Piercing value is higher than the armour, the target can take his save as normal.
For example, a boltgun (AP5) can pierce Armour Saves of 5+ or 6+. A heavy bolter (AP4) can pierce Armour Saves of 4+, 5+ or 6+.
Invulnerable Saves
Some warriors are protected by more than mere physical armour. They may be shielded by force fields, enveloped in mystical energies or have a constitution that can shrug off hits that would put holes in a battle tank. Models with wargear or abilities like these are allowed an invulnerable saving throw.
Invulnerable saves are different to armour saves because they may always be taken whenever the model suffers a Wound or, in the case of vehicles, suffers a penetrating or glancing hit – the Armour Piercing value of attacking weapons has no effect on an invulnerable save. Even if a Wound, penetrating hit or glancing hit ignores all armour saves, an invulnerable saving throw can still be taken.
Cover Saves
Often, you’ll find enemy models are partially hidden or obscured by terrain, which is also known as being in cover. Cover shields troops against flying debris and enemy shots, enabling them to get their heads down or crawl amongst the ruins and (hopefully) avoid harm. Where this is the case the model will be entitled to a cover save. Even if a Wound, penetrating hit or glancing hit ignores all armour saves, a cover saving throw can still be taken.
Determining Cover Saves
If, when you come to allocate a Wound, the target model’s body (see line of sight) is at least 25% obscured from the point of view of at least one firer, Wounds allocated to that model receive a cover save. Unless specifically stated otherwise, all cover provides a 5+ save. Some types of terrain provide better or worse cover saves; when this is the case the cover save provided will be stated in the rules for the terrain.
Intervening Models
If a target is partially obscured from the firer by models from a third unit (models not from the firer’s unit, or from the target unit), it receives a 5+ cover save in the same way as if it was behind terrain. Similarly, if a model fires through the gaps between models in an intervening unit, the target is in cover, even if it is completely visible to the firer. Note that this does not apply if the shots go over the unit, either because the firer has an elevated position or is firing a Barrage weapon, rather than through it.
A successful cover save in this case might mean that the firer has not shot at all, missing the fleeting moment when the target was in its sights. This is because, in the case of intervening friends, the firer would be afraid of hitting his comrades, while in the case of intervening enemies, the firer is distracted by the more immediate threat.
Scenic rocks and other decorative elements that players might have placed on the bases of their models are always ignored from the point of view of determining cover. You cannot take your cover with you!
Note the exception that, in the same way as they can trace line of sight through members of their own unit, models can always shoot through members of their own unit without conferring or receiving a cover save.
Models With More Than One Save
Sometimes, a model will have a normal Armour Save and a separate invulnerable save – a good example is a Space Marine Captain, who is protected by both power armour and a force field from his iron halo. As if this wasn’t enough, the model might be in cover as well. In these cases, a model only ever gets to make one saving throw, but it has the advantage of always using the best available save.
If a model can benefit from different types of cover, for example, being behind a barricade (4+ cover save) that is also within a Citadel Wood (5+ cover save), the model uses the best cover save available (in this case 4+).
Maximum Save
Some models gain additional benefits from rules that may increase any of their saves by +1 or +2 or even more. However, no save (armour, cover or invulnerable) can ever be improved beyond 2+. Regardless of what is giving the model its save, a roll of 1 always fails.
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. Additionally, these shots are treated as having the [Instant Death] special rule.
5. INFLICT DAMAGE
A model loses one wound for each point of damage it suffers. If a model’s wounds are reduced to 0 or less, it is destroyed and removed from play. If a model loses several wounds from an attack and is destroyed, any excess damage inflicted by that attack is lost and has no effect.
Hints and Tips – FAST DICE ROLLING
The rules for making attacks have been written assuming you will resolve them one at a time. However, it is possible to speed up your battles by rolling the dice for similar attacks together. In order to make several attacks at once, all of the attacks must have the same Ballistic Skill (if it’s a shooting attack) or the same Weapon Skill (if it’s a close combat attack). They must also have the same Strength and Armour Penetration characteristics, they must inflict the same Damage, they must be affected by the same abilities, and they must be directed at the same unit. If this is the case, make all of the hit rolls at the same time, then all of the wound rolls. Your opponent can then allocate the attack one at a time, making the saving throws and suffering damage each time as appropriate. Remember, if the target unit contains a model that has already lost any wounds or has already had attacks allocated to it this phase, they must allocate further attacks to this model until either it is destroyed, or all the attacks have been saved or resolved.
IGNORING WOUNDS
Some models have rules that give them a chance to ignore wounds. If a model has more than one such rule, you can only use one of those rules each time the model loses a wound. Weapons with the Instant Death keyword bypass these types of rules.
- 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.