If completed, until the end of your opponent’s next turn, that unit is said to have Set Overwatch. The action is completed at the end of your turn. One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase. 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. 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. A hit roll can never be modified by more than -1 or +1. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. 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. If not, the attack fails and the attack sequence ends. 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. When a model makes an attack, make one hit roll for that attack by rolling one D6. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first). If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Different attacks made with such a weapon can be made using different profiles if you wish. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If a model has more than one melee weapon, select which it will use before resolving any attacks. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise). If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury.
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