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Warhammer 40,000/9th Edition Tactics/Weapons
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===Wounding Chart=== The rules of wounding will depend on the attacker's strength and the defender's toughness: *'''Attacker's strength is half or less of the defender's toughness:''' Like trying to take down a tank with a wooden stick. You will rarely wound with this, as you need a 6+ to succeed. Only really feasible with massive spam. *'''Attacker's strength is below the defender's toughness:''' A little bit better, but the chances are still against the attacker. You need a 5+ to succeed, which can still be done, just don't rely on it much. *'''Attacker's strength is equal to the defender's toughness:''' A perfectly balanced match, the attacker needs a 4+ chance to wound, which is exacly 50%. The dice gods will decide your fate here. Frequent between marine fights, as the S4 bolters match T4 marines. *'''Attacker's strength is above the defender's toughness:''' The attacker has the advantage here. The attacker needs a 3+ chance to wound, meaning you will reliably wound here. *'''Attacker's strength is twice or more than the defender's toughness:''' When the difference in power is overwhelming, the attacker needs a 2+ chance to wound. Pretty much guaranteed to wound, but you always know there's the chance for 1s... This doesn't take into account wound modifiers, like Special Issue Ammunition, Transhuman Physiology or other stuff that can add or substract to the wound roll.
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