3. Shooting Phase
In the shooting phase, unengaged models can either shoot or make another move. If a unit chooses to move, they move half as far as normal. If a model wishes to shoot, go through the following steps.
1. Choose Target
Pick an enemy in line of sight and within range of the weapon the model is equipped with. If you’re unsure of line of sight, simply kneel down to the back of the model’s head and use true line of sight. To determine the range of your attack, multiply bearer’s shooting weapon skill by the range of the weapon’s type.
| Weapon Type | Range | Special Rule |
|---|---|---|
| Pistol | 3y | This weapon can still shoot even if the bearer is engaged. Must target an enemy in base contact. |
| Rifle | 6y | If targeting enemy within half range, double the number of shots the weapon makes. |
| Heavy | 9y | Infantry models get -1 to shoot. |
| Cannon | 12y | Can only be carried by Vehicles or Monsters. -1 to shoot. |
| Artillery | 18y | Cannot target enemies within 1/3 of the maximum range. |
For example, a space marine with (Ws)4 equipped with a rifle would have a maximum range of 32y, while a human with (Ws)3 equipped with a heavy weapon would have a maximum range of 36y.
Firing Line
Models can see through any friendly models they’re engaged with. However, allies adjacent to allies you’re adjacent to still block your line of sight.
2. Gather Shots
For each barrel the weapon has, gather a D6. If unsure, the weapon’s data entry with specify a number following it’s type.
3. Roll to hit
For each shot gather roll the D6, check to see what type of cover your target is on the table below to see if it succeeds. Keep in mind, the type of cover only makes it harder to hit your target if the piece of terrain is partially obscuring your target. For each success, you hit your target! Go to the wounding page to see how to resolve these hits!
| Cover Type | Success On… | Example |
|---|---|---|
| Open Ground | 3+ | Road, Open Field, Dirt |
| Cover | 4+ | Ruins, Dense Forest |
| Fortified | 5+ | Intact Building, Trench, Fortification, Shield Generator |
| Modifiers | … |
|---|---|
| Run and Gun | Models that moved in the previous movement phase must reroll their successful hits when shooting. |
| Big Guns Tire | Units that aren’t vehicles or monsters get -1 to hit when shooting heavy weapons. Monsters and vehicles get 01 to hit when shooting cannons. |
| Gone to Ground | Shooting an enemy unit that’s gone to ground/prone incurs a -1 to hit, this can stack with Big Guns Tire. |
In the way
If the target of your attack is engaged with another model and you landed your hit, roll a D6. On a 4+ you hit your original target. On a 1-3, you hit the model your target is engaged with.
Quick Rolling
If the parameters of multiple shots are the same between one or more models, then you can group them together and roll them at the same time to speed up the game.
Blast Weapons
Blast weapons choose a point in line of sight and range to be the target of your attack. The range of a weapon is determined by the blast size on the table below.
| Blast Size | Range | Blast Diameter |
|---|---|---|
| Small | 36y | 3y |
| Large | 48y | 5y |
| Huge | 72y | 7y |
Then roll a Scatter Die and Artillery Die. If you don’t Have these, use the table below to get your results. Be sure to use different colored dice if using the table below.
| D6 | Scatter Die | Artillery Die |
|---|---|---|
| 1 | Direct Hit! | 2 yards |
| 2 | North | 4 yards |
| 3 | South | 6 yards |
| 4 | East | 8 yards |
| 5 | West | 10 yards |
| 6 | Direct Hit! | Misfire! |
Then move the point you’re targeting a number of yards rolled on the artillery die, in the direction rolled on the scatter die. Then all models, whether friendly or enemy, within the blast diameter of the shot are hit by the attack. Reduce the number of yards scattered by the bearer’s Ws to a minimum of 0 yards. If the bearer moved during the previous movement phase roll an additional artillery die.
Misfire!
If you get a misfire on an artillery die rolled, roll on the misfire table below.
| D6 | Result… |
|---|---|
| 1 | The bearer becomes the center of the blast and the weapon become inoperable for the rest of the battle. |
| 2 | The bearer becomes the center of the blast. |
| 3 | The weapon fails to fire and will become inoperable for the rest of the battle. |
| 4 | The weapon still fires as normal, not scattering, but becomes inoperable for the rest of the battle. |
| 5 | The weapon fails to fire, but will continue operate as normal. |
| 6 | The weapon scatter 12 yards. |
Multiple Shots
If you fire a blast weapon that fires multiple shots, roll an additional scatter die for each shot past the first and apply the result of the artillery dice/die to those scatter die.
Template Weapons
To fire a template weapons grab a flamer template, you know the one, and place the skinny end touching your shooting model’s base somewhere in their line of sight. All models, whether friendly or enemy, take a number of hits from their weapon for each shot it makes.
Beam Weapons
If a weapon has the “beam” type, use the rules below instead of any rules above.
Beam weapons have a value listed with it’s type.
Draw a strait line starting from the firing model’s base, in their line of sight, until the line hits a piece of terrain, goes off the battlefield, or the line reaches a length of double the listed type’s value in yards.
All models under this line, whether enemy or friendly, are hit by the weapon for each shot the weapon makes.
If target hit is within the type’s listed value in yards, then land double the hits landed.
For example a weapon with type Beam 2/30 would land four hits if 1-30 yards, land two hits if 31-60 yards, and no hits if 61 yards or over.