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==Fighting Sub-phase== ===Rolling to Hit==== To determine whether hits are scored, roll a D6 for each Attack a model gets to make and compare the WS of the attacking model with the WS of the target unit. Then, consult the To Hit chart on this page to find the minimum result needed on a D6 To Hit. (Your Weaponskill is on the left column, Enemy Weaponskill is on the top row) {| border="1" cellspacing="0" cellpadding="2" align="center" ! align=center colspan=11 |To Hit Chart |- ! || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 |- | '''1''' || 4+ || 5+ || 5+ || 5+ || 6+ || 6+ || 6+ || 6+ || 6+ || 6+ |- | '''2''' || 3+ || 4+ || 4+ || 5+ || 5+ || 5+ || 6+ || 6+ || 6+ || 6+ |- | '''3''' || 2+ || 3+ || 4+ || 4+ || 4+ || 5+ || 5+ || 5+ || 6+ || 6+ |- | '''4''' || 2+ || 3+ || 3+ || 4+ || 4+ || 4+ || 4+ || 5+ || 5+ || 5+ |- | '''5''' || 2+ || 2+ || 3+ || 3+ || 4+ || 4+ || 4+ || 4+ || 4+ || 5+ |- | '''6''' || 2+ || 2+ || 3+ || 3+ || 3+ || 4+ || 4+ || 4+ || 4+ || 4+ |- | '''7''' || 2+ || 2+ || 2+ || 3+ || 3+ || 3+ || 4+ || 4+ || 4+ || 4+ |- | '''8''' || 2+ || 2+ || 2+ || 3+ || 3+ || 3+ || 3+ || 4+ || 4+ || 4+ |- | '''9''' || 2+ || 2+ || 2+ || 2+ || 3+ || 3+ || 3+ || 3+ || 4+ || 4+ |- | '''10''' || A || A || A || A || 3+ || 3+ || 3+ || 3+ || 3+ || 4+ |} <code>If you look at the chart, you will see that equally matched models hit an enemy on a 4+, but if the attacker's Weapon Skill is greater than that of his target, he will hit on a dice roll of 3+. In cases where the attacker’s Weapon Skill is double or more than that of the target, he will hit on a dice roll of 2+. In cases where a target's Weapon Skill is more than double that of the attacker, a 5+ is required for a successful hit. If a model has twice the Weapon Skill plus 3 or more, a 6 is required.</code> ====(Proposed Rule) Final Blow==== <code>If a multiple-model unit has been reduced to only a single model with only a single wound (If it had multiple wounds, with all but the last one having been lost previously), for every successful wound this model causes it may immediately make an additional attack with identical Strength, AP, and any other applicable special rules against that same target at the same Initiative step. If these additional attacks cause wounds, they gain another attack against that target, and so on. A Final Blow cannot be made by Independent Characters.</code> ===Determine Assault Results=== ====Sweeping Advances==== When a unit falls back from combat, the victors make a Sweeping Advance, attempting to cut down their fleeing foes. When a Sweeping Advance is performed, both the unit falling back and the winning unit roll a D6 and add their unmodified Initiative to the result. In a unit with mixed Initiative characteristics, use the highest - we can assume the quicker-witted individuals in the unit guide the others. The units then compare their totals. <code>If the winner's total (Initiative + dice roll) is equal to or greater than the foe's, the falling back unit is caught by the Sweeping Advance: Each model in the winning squad automatically inflicts a randomly distributed hit on the fleeing unit, they count as charging for the purposes of any weapons or special rules that grant bonuses when charging.</code> If the falling back unit's total is higher, they break off from the combat successfully. <code>In either case, make a Fall Back move for the surviving members of the losing unit</code>. The winners can then Consolidate as detailed below. ===Multiple Combats=== ====Assault Results==== When determining assault results in a multiple combat, total up the number of wounds inflicted by all units on each side to see which side is the winner. Every unit on the losing side has to check their Morale (they all use the same penalty, as described in the Morale section on page XX). After all of the losing units have taken their Morale checks, each winning unit that is now free to make a Sweeping Advance rolls the dice and compares its total with the total of each of the falling back enemy units it was engaged with. Any that it equals or beats <code>suffer automatic hits</code>. Remember that winning units can only Sweeping Advance if all of the units they were locked in combat with Fall Back or are wiped out in the fight. After determining assault results, all units that were involved in that multiple combat must make Pile In moves towards enemies that fought in that combat. If no models in a unit are in base contact with an enemy unit, and the combined Pile In moves of both sides are not enough for them to get back into base contact, then they can Consolidate instead ====<code>(Proposed Rule) Shooting Into and out of Close Combat.</code>==== Models belonging to units locked in combat cannot fire weapons in the Shooting phase, they are too busy fighting the enemy in front of them. <code>However, models can shoot at units locked in close combat - while some commanders may wish their warriors to fire indiscriminately into the middle of close combats in the hopes of hitting the enemy, this is a risky maneuver. Units wishing to shoot into a melee must declare which of the engaged units they are trying to hit, and then perform a snap shot against that unit. Any successful snap shots hit the nominated enemy unit. However, any rolls of 1 or 2, even if they would normally be hits, hit one of your engaged units instead! (In the case of shooting at a melee which has no units you control, the 1s and 2s hit a squad from a different player than the controlling player of the nominated squad). Resolve all these hits as normal, and keep in mind that if you cause any casualties to a friendly unit, they will suffer a penalty to any Morale checks they might need to make!</code> While blast markers and templates cannot be deliberately placed such that they cover any models locked in combat, they may end up there after scattering and will then cause hits on any units they touch (friends and foes!) as normal. Units that are locked in close combat do not take Morale checks or Pinning tests caused by shooting and cannot Go to Ground; they are much too focused on fighting to be worried about being shot at!
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