1. Roll 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 to the WS of the target unit.
Then, consult the To Hit chart below to find the minimum result needed on a
D6 To Hit.
If a weapon has a D instead of a Strength value in its profile, it is a Destroyer weapon. To
resolve a Destroyer weapon’s attack, roll To Hit as you would for a standard attack.
2. Roll To Wound.
If the attack hits, roll on the table above instead of rolling To Wound or for armour penetration.
2-5
Non-vehicle - Seriously Wounded: The model suffers a hit that wounds automatically
and causes it to lose D3 Wounds instead of 1.
The Wound Pool
Finally, total up the number of Wounds you have caused during that Initiative step. Keep
the dice that have scored Wounds and create a ‘pool’, where each dice represents a
Wound.
If there are Wounds with different Strengths, AP values or special rules that
affect saving throws or the effect of any Wounds they inflict, split them into
several pools of Wounds. All Wounds with exactly the same Strength, AP value and
special rules must go into the same pool. If all the Wounds are the same, there will be
only one Wound pool.
3. Allocate Wounds & Remove Casualties
To determine how many casualties are caused at a particular Initiative step, you will need
to allocate the Wounds caused and resolve any saving throws the target is allowed. If
several pools of Wounds need to be allocated, the player making the Attacks must decide
in which order they are allocated. All Wounds from a single pool must be allocated
before moving on to the next pool of Wounds.
Wounds are allocated and resolved starting with the closest model, just like in
the Shooting phase. However, as you’ll often have many models in base contact with
the enemy, there will be many models tied for the privilege of dying first.
To resolve casualty removal, allocate each Wound as follows:
• A Wound must be allocated to an enemy model in base contact with a
model attacking at that Initiative step. If there is more than one eligible candidate,
the player controlling the models being attacked chooses which model it is allocated to.
Roll the model’s saving throw (if it has one) and remove the casualty (if necessary).
• If there are no enemy models in base contact with a model attacking at that Initiative
step, the Wound is allocated to the next closest enemy model locked in that combat. If
two or more models are equidistant from the attack, the player controlling the models
being attacked chooses which model is closest. Take any save and remove the casualty
(if necessary).
In either case, once a model has a Wound allocated to it during an Initiative step, you
must continue to allocate Wounds to it until it is either removed as a casualty or the
Wound pool is empty. Note that all of the models in the target unit may be hit,
wounded and removed as casualties during an Initiative step, including those
that are not engaged. You can speed this process up by allocating Wounds in groups
(see Fast Dice).