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=Basic Notes= *When using ballistic skill, your to-hit number is 7 - BS. Ie you roll 3+ to hit at BS4 and 4+ to hit at BS3. This caps out at 2+ and will "wrap around" at BS 6 to 2+/6+ which gives you a reroll if you miss that hits on 6+. This also caps at BS 10 at 2+/2+ at which point if you miss, you might as well sacrifice small furry animals to the dice gods because they obviously hate your guts. *You inflict instant death if the strength of your attack is double that of the target's toughness. Good way to remove HQs that lack the Eternal Warrior special rule. When rolling to wound, if your strength and their toughness match, you wound on 4+. For every point of strength higher than toughness you need to roll 1 less which caps at 2+. Likewise for every point of toughness over strength, you add 1 to the target number to wound up to 6+. A weapon has two 6+ to wound slots and thus can harm units with a toughness of up to 3 points higher than its strength. Most infantry longarms are strength 4 and thus can harm units of up to toughness 7. Anything toughness 8 or above will need special weapons to wound. **Strength 1: Sticks and harsh language. Even a guardsman can punch harder than this. Usually seen in weapons with the Poisoned or Haywire special rule so that you can't really use the weapon for anything but its intended purpose. **Strength 2: Grot Punches. Same as above but at least now you can sorta harm GEQs on a 5+. **Strength 3: Flashlight/Lasgun. The lowest strength for most weapons, harms MEQ on a 5+. **Strength 4: Bolter. Standard infantry longarm. Lowest strength that can damage a vehicle, though only on a 6. **Strength 5: Heavy Bolter. The weakest level for a heavy weapon, wounds GEQs on a 2+ which is useful for thinning out hordes. **Strength 6: Krak Grenade. The weakest level for any dedicated anti-tank weapon with a 50% chance to glance AV 10. However, weapons with this strength and a high rate of fire are dangerous. See: Scatter Lasers, Deathspinners. **Strength 7: Plasma Gun. Omnivorous diet of destruction. Wounds MEQs on 2+ and is decent at punching holes through transports. **Strength 8: Meltagun. Dedicated anti-tank weaponry, earliest level than can glance AV 14. Will inflict Instant Death to most infantry. **Strength 9: Lascannon. Misbegotten weapon that wishes it were strength 10. **Strength 10: Demolisher cannon. Smash heavy infantry to pancakes. **Strength D: The D. For "Delete" as that is what this does. * There are two ways to kill a tough unit: Either you use a weapon to negate the strong defense, or you can attempt to overwhelm the unit's defense and fire enough dakka into it to make it fail a save. Bring the appropriate amount of dakka to combat a heavy unit, lest you be the one shot to hell. **Example: Space Marine Terminators '''hate''' Guardsmen, Necron, and Tau bricks because they put out a fuckton of weak shots that will make them inevitably fail armor saves. Or rather than rely on 50 lasgun shots the guardsmen can instead bring a plasma gun that can negate the terminators armor save making them much easier to kill, even with only two shots, the plasma gun only needs to cook one terminator to make its points back. Conversely the Terminators can bring a Heavy flamer, negating the guardsmen's or other bricks cover save, armor and numbers thanks to its AP and template nature.
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