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- *unit coherency*
- models 2'' of each other
- *shooting general*
- roll a dice for each model shooting
- shots hit on BS# and up
- roll accurate shots S(strength) against T(toughness) of enemy (refer to chart)
- example 4S vs 4T means roll 4 up to wound
- for each succesful wound, roll dice for save roll
- check weapon data sheet for D(damage) to see how many wounds
- *grenades*
- have random # of attacks (grenade d6)
- roll d6 to determine number of attacks
- example d6 rolls 4. so you get 4 shots
- proceed as though it is a normal gun
- *morale*
- 1 is auto pass
- roll a dice and add the amount of units lost this turn
- example: rolled a 4 and lost 3 units. 4+3=7. if L(leadership) is 7 or higher you pass morale
- if Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit
- If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests.
- To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength (pg 6); for each result of 1, one additional model flees that unit.
- *charge, pile in and consolidate*
- advancing is 1d6
- charge is 2d6
- can't advance and then charge in same turn?
- 3 inch move when fight phase begins
- can fight if 1/2'' of enemy model or 1/2'' of model within 1/2''
- 3 inch consolidation. must end up closer to nearest enemy model
- *Fighting*
- A(attack) is how many dice you roll per model
- WS(weapon skill) is the # you need to land on to hit
- Then S vs T like normal
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