SHOOTING PHASE: Difference between revisions
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* All of a ranged weapon’s attacks must be made against the same target unit. | * All of a ranged weapon’s attacks must be made against the same target unit. | ||
* Number of attacks = number after weapon’s type. | * Number of attacks = number after weapon’s type. | ||
=== BIG GUNS NEVER TIRE === | === BIG GUNS NEVER TIRE === | ||
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=== LOOK OUT, SIR === | === 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 == | == RANGED WEAPON TYPES == | ||
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* Cannot be shot alongside any other type of weapon. | * 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 == | == MAKING ATTACKS == | ||
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|'''D6 ROLL REQUIRED''' | |'''D6 ROLL REQUIRED''' | ||
|- | |- | ||
|Is the Strength ''' | |Is the Strength '''TWO (or more)''' than the Toughness? | ||
|'''2+''' | |'''2+''' | ||
|- | |- | ||
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|'''5+''' | |'''5+''' | ||
|- | |- | ||
|Is the Strength ''' | |Is the Strength TWO '''(or less)''' than the Toughness? | ||
|'''6+''' | |'''6+''' | ||
|} | |} | ||
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=== 3. ALLOCATE ATTACK === | === 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 | 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 === | === 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. | ||
The | * 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 | 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. | ||
If | === 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 === | === 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 | 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. | ||
* 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. | ||
[[Category:Rules]] | [[Category:Rules]] |