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=THE SHOOTING PHASE= The shooting process can be summarised in <code>eight</code> steps, as described below. Each step is explained in greater detail later in this section. Once you’ve completed this shooting sequence with one of your units, select another and repeat the sequence. Once you have completed steps 1 to <code>8</code> for each unit in your army that you wish to make a shooting attack, carry on to the Assault phase. ==The Shooting Sequence== #Nominate Unit to Shoot. Choose one of your units that is able to shoot but has yet to do so this turn. #Choose a Target. The unit can shoot at an enemy unit that it can see. #Select a Weapon. Select a weapon the firing unit is equipped with. All models equipped with a weapon with the same name can now shoot that weapon at the target. Every model that wishes to shoot must be within range of at least one visible model in the target unit. Models that cannot see the target, or are not in range, cannot shoot. #Roll To Hit. Roll a D6 for each shot fired. A model’s Ballistic Skill determines what it must roll in order to hit the target. #Roll To Wound. For each shot that hit, roll again to see if it wounds the target. The result needed is determined by comparing the Strength of the firing weapon with the majority Toughness of the target unit. #Allocate Wounds & Remove Casualties. Any Wounds caused by the firing unit must now be allocated, one at a time, to the closest model in the target unit. A model with a Wound allocated to it can take a saving throw (if it has one) to avoid being wounded. If a model is reduced to 0 Wounds, it is removed as a casualty. Wounds are then allocated to the next closest model. Continue to allocate Wounds and take saving throws until all Wounds have been resolved. #Select Another Weapon. After resolving all shots from the currently selected weapon, if the firing unit is equipped with differently named weapons that have yet to fire, select another weapon and repeat steps 3 to 6. #Reaction to Shooting: After the nominated unit has resolved all of its shooting attacks. Any unit hit by the attacks may react to the shots. ==Snap Shots== Under certain circumstances, models can only fire Snap Shots * opportunistic bursts of fire 'snapped' off in the general direction of the target The most common occurrence of a Snap Shot is when a model with a Heavy weapon, such as a heavy bolter, moves and shoots in the same turn (see page XX for more on Heavy weapons). If a model is forced to make Snap Shots rather than shoot normally, then <code>divided by 2 (always round down) to a minimum of BS 1.</code> Some weapon types, such as Template and Ordnance) or those that have certain special rules, such as Blast, cannot be fired as Snap Shots. It's important to note that any shooting attack that does not use a Ballistic Skill - such as the Necron Monolith's portal of exile - cannot be 'fired' as a Snap Shot. ==(Proposed Rule) Suppressive Fire:== <code>Any unit may, when shooting at an enemy unit, perform a Suppressive Fire shooting action instead of a regular shooting action against non-vehicle targets. Perform a Suppressive Fire action just as you would make a normal Shooting action, but do not remove any models or reduce any wounds as a result of this shooting. Instead, if the target unit would have suffered enough wounds to take a Morale check, they must take that morale check with a -1 penalty to their Ld for each Wound they would have suffered. Snap shots cannot be used as Suppressive Fire. (Who's idea was this, why are my terminators running away all the time!) '''Anon here,''' perhaps have a work in USR for dedicated 'shock troops' for each codex that flat out ignores this? Might add some utility to say, termis beyond the 2+ and whatnot. Also a pinning check rather than morale? </code> ==Rolls to Wound== ===Overwhelming Strength=== <code>When an attack with S10 (And S10 only!) would need a 1+ or less to wound a target, it instead causes this wound automatically, with no rolls required (Saves may still be taken if applicable, counting the to-wound roll as if it were a 6)</code> ===(Proposed Rule) Final Shot=== <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. If these additional attacks cause wounds, they gain another attack against that target, and so on. Consider: what if a Space Marine with lascannon got into this position? Not really OK</code> A model may not make a Final Shot with a Blast, Template, Barrage, or Ordnance weapon, and cannot be made by Independent Characters.</code> ==Types of Saving Throws== ===Models with more than One Save=== Sometimes, a model will have a normal Armour Save and a separate invulnerable save – a good example is a Space Marine Captain, who is protected by both power armour and a force field from his iron halo. As if this wasn’t enough, the model might be in cover as well. In these cases, a model <code>can use each type of save (armor, invulnerable and cover) once to avoid harm. For example, the Space Marine captain takes a successful wound from a lasgun, it then gets to make both its armor save and invulnerable save once. However, if a model has multiple saves of the same type then it uses the best among them.</code> ==Reaction to shooting:== <code>When a unit is fired upon during a shooting phase, it may immediately make one of the following two actions after the unit has resolved their wounds from the shooting:</code> *<code>Return Fire!: The unit may “snap-fire” at the attacking squad. This does not provoke additional snap-fire, and does not count as the squad’s shooting phase.</code> *<code>Dive for Cover: The unit may make a single Run action, regardless of whether they choose to run or not, they then Go to Ground.</code> <code>A unit may only use a single Reaction to Shooting per shooting phase.</code> ==Run== At times, warriors may have to quickly redeploy, literally running from cover to cover or simply concentrating on movement and giving up their chance to shoot. In their Shooting phase, units may choose to Run instead of firing. Roll a D6 to determine the maximum Run distance for the entire unit. Models in the unit may then immediately move up to that distance in inches. They may choose to not move after the roll is made, but still count as having Run. Running movement is not slowed by difficult terrain but models running through dangerous terrain must test as normal. Units that Run in the Shooting phase cannot charge in the following Assault phase.
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