Declare target
Measure range
Roll to hit
Roll to wound
Take armour saves
Remove casualties
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 Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
To Hit Score | 6 | 5 | 4 | 3 | 2 | 1 | 0 | -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\T | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
1 | 4 | 5 | 6 | 6 | N | N | N | N | N | N |
2 | 3 | 4 | 5 | 6 | 6 | N | N | N | N | N |
3 | 2 | 3 | 4 | 5 | 6 | 6 | N | N | N | N |
4 | 2 | 2 | 3 | 4 | 5 | 6 | 6 | N | N | N |
5 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 6 | N | N |
6 | 2 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 6 | N |
7 | 2 | 2 | 2 | 2 | 2 | 3 | 4 | 5 | 6 | 6 |
8 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 4 | 5 | 6 |
9 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 4 | 5 |
10 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 3 | 4 |
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.