Source: Warhammer Fantasy: 6th Edition

4. Shooting (p.58)
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  1. Declare target

  2. Measure range

  3. Roll to hit

  4. Roll to wound

  5. Take armour saves

  6. Remove casualties

  7. Take any Panic tests

Declare Target

A model armed with a missile weapon may choose any enemy unit as a target if it lies within the model's 90° fire arc and the line of sight is not blocked by intervening models or terrain. Hedges and walls block line of sight but a model placed directly behind such features may shoot over them and may in turn be shot at. It is possible to target models which are within 2" of the edge of woods or similar terrain but no further. Only models in the front rank of the unit may fire their missile weapons unless the unit is positioned on a hill, in which case up to two ranks may fire. You must shoot first with all weapons that require the range to be guessed.

Measure Range

Measure the range to the target. Determine whether targets are in long or short range. Up to and including half the maximum range of the weapon is short range. Long range is between half and the maximum range of weapon. If targets are out of range the shots miss automatically.

Roll to Hit

Consult the following table to find the score required on a D6 to hit the target. A dice roll of 1 is always a miss regardless of modifiers.

Ballistic Skill12345678910
To Hit Score6543210-1-2-3

To Hit Modifiers

  • +1 Shooting at large target

  • -1 Shooting while moving

  • -1 Shooting at a charging enemy

  • -1 Shooting at long range

  • -1 Shooting at a single character or skirmishers

  • -1 Target is behind soft cover

  • -2 Target is behind hard cover

Soft Cover

  • Hedges

  • Woodlands

  • Bushes

  • Fences / Railings

  • High Grass

Hard Cover

  • Rocks / Rubble

  • Walls

  • Wooden palisades

  • Buildings

  • Trenches

7+ to Hit

If to hit modifiers result in a required score of 7 or more, consult the table below to work out the dice rolls
needed to score a hit.

7

6 followed by a 4, 5 or 6

8

6 followed by a 5 or 6

9

6 followed by a 6

10+

Impossible!

Roll to Wound

Cross reference the Strength of the weapon versus the target's Toughness value on the To Wound table below to discover the minimum score required on a D6 to cause a wound.

A\T12345678910
14566NNNNNN
234566NNNNN
3234566NNNN
42234566NNN
522234566NN
6222234566N
72222234566
82222223456
92222222345
102222222234

Take Armour Saves

Roll a D6 for each wound caused. If the score is equal to or greater than the model's saving throw then the wound has been saved. A roll of 1 always fails.

Armour

Armour Worn

Armour Save

Armour Save if Cavalry

None

None

6+

Shield or light armour

6+

5+

Shield & light armour or heavy armour only

5+

4+

Shield & heavy armour

4+

3+

Riders with shields & heavy armour, riding armoured mounts

-

2+

Armour Save Modifiers

Armour saves are modified by the Strength of the attacking weapon. This is summarised on the table below.

Strength

Armour Save Reduction

3 or less

None

4

-1

5

-2

6

-3

7

-4

8

-5

9

-6

10

-7

Ward Saves

Ward saves are unmodified by Strength and allow a model a save even when one would not normally be allowed.

A model can have an armour save and a Ward save, but only one Ward save may be taken per wound.

Remove Casualties

Remove all casualties from shooting from the rear, or roughly equally from the sides if the unit has only one rank.

Multiple Wound Casualties

Where models in a unit have more than 1 wound each, remove complete models where possible and note any extra wounds suffered by the unit.

Take Any Panic Tests

If a unit takes 25% or more casualties from shooting it must immediately take a Panic test.

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