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. Shooting Weapons have the following characteristics

CharacteristicAbv.Description
Type-What type of weapon it is. Determines things like range, firing method, special rules, and the number of shots it makes when fired.
StrengthSHow much firepower the weapon has to bring to bare.
DamageDHow many wounds the weapon does when an enemy fails to save against its hits.

1. Choose Target

Pick an enemy unit in line of sight within the weapon’s range and gather a D6 for each shot the weapon makes. 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. Allies in base contact of you don’t block your line of sight. The number of shots a weapon makes it followed after its weapon type. To determine the range of your attack, multiply bearer’s shooting weapon skill by the range of the weapon’s type.

Weapon TypeRangeSpecial Rule
Pistol3yThis weapon can still shoot even if the bearer is engaged. Must target an enemy in base contact.
Rifle6yInstead of getting +1 to hit for targeting an enemy in half range, you can double the number of shots the weapon makes.
Heavy9yInfantry models cannot shoot if they moved over half their maximum movement allocation.
Cannon12yCan only be carried by Vehicles or Monsters. They cannot shoot if they move over half their maximum movement allocation.
Artillery18yCannot 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 24y, while a human with (Ws)3 equipped with a heavy weapon would have a maximum range of 27y.

2. Roll to hit

Roll each shot being made. Each result that’s equal to or greater than the target’s Initiative hits their target. If the shooting model moved over half their maximum movement allocation in the movement phase, they get -1 to hit. If the target of the shooting attack is in half the attack’s maximum range, they get +1 to hit.

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.

Cover

If the target of the attack is in cover, then halve the number of hits landed against them rounded up. So if a target of an attack takes 5 hits, cover would reduce it to 3.

3. Roll to Save

For each hit landed against the target unit, their controller must have them pass a Toughness check. Reduce the toughness used for this check by the weapon’s Strength. For each failed save inflict the hit’s damage value to the closest model until it’s slain. Then move on to the next and so on until no failed saves are left to be assigned or there are no models left in line of sight of the attackers. Slain models are left on the battlefield, knocked over, face up.

Instant Death

If a model is hit by an attack with Strength greater than or equal to their toughness, then they are slain immediately by that hit. Regardless of the damage characteristic, no saves are made and no damage or wounds can be mitigated. Models slain this way leave behind no corpse as they are misted.

Take Cover

If one or models are slain by instant death and are misted from the results of a shooting attack, then after removing casualties that unit must make a Morale check by rolling 2D6. If you roll equal to or under their morale, they pass. If you roll over their morale, they fail and every model drops prone. Apply +1 to the result rolled for every two rounds completed and for every two wounds loss this way to instant death.

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 multiplied by the bearer’s Weapon Skill. You cannot target a point less than the base Range value of the weapon’s Blast Size.

Blast SizeRangeBlast Diameter
Small9y3y
Large12y5y
Huge18y7y

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. 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.

D6Scatter DieArtillery Die
1Direct Hit!2 yards
2North4 yards
3South6 yards
4East8 yards
5West10 yards
6Direct 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. Model(s) directly under the center hole of the blast template double the Strength of the hit they take

ModifierDescription
Target in Half Maximum RangeHalve the scatter distance.
Shooter Moved over Half Maximum Movement in Movement PhaseYour opponent can make you reroll one of the dice.
Hit Model ProneProne models ignore the first hit they take from blast weapons each time they fire.

Misfire!

If you get a misfire on an artillery die rolled, roll on the misfire table below.

D6Result…
1The bearer becomes the center of the blast and the weapon become inoperable for the rest of the battle.
2The bearer becomes the center of the blast.
3The weapon fails to fire and will become inoperable for the rest of the battle.
4The weapon still fires as normal, not scattering, but becomes inoperable for the rest of the battle.
5The weapon fails to fire, but will continue operate as normal.
6The weapon scatter 12 yards.

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

Beam weapons have a value listed with it’s type. The first number is the number of shots being made, and the second is beam’s maximum. Draw a strait line from the shooter until it hits a piece of terrain, goes off the board, or reaches the weapon’s maxmimum range. All models under the beam take a number of hits from the weapon equal to it’s shots. Any model under within half the weapon’s maxmimum range takes double hits.

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.

Clearing Corpses

You can shoot a corpses to clear them from the battlefield. If you land a number of hits equal to or greater than its wounds characteristic, then remove it from the battlefield.