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===THE SHOOTING PHASE=== ====Equipped Items==== A model may have a variety of equipment and spells. In order to show which items and spells are being used each turn, the equipping rule is used. A model must have the same items or spells equipped in each hand over the course of the entire turn. The model's controller may choose what are equipped at any time; once the decision is made, that model uses those items or spells that turn. If a spell or item is used, or an ability requiring it to be equipped is invoked, then it must be chosen as equipped that turn, and any other equipped items or spells must also be declared at that moment. Conversely, if other items or spells have already been chosen as being equipped already, then that item or spell cannot be used(not even its passive abilities). Each hand may hold a 1-handed item or spell each turn. A 2-handed item or spell requires both hands. Models with more than 2 hands can obviously use even larger items, or even more items! Weapons and spells that are equipped can be used, fired, and attacked with as normal. Of course, an equipped ranged weapon does not normally grant any bonus in close combat, and an equipped close combat weapon cannot normally fire at a range. Equipping Spells:(see page XX for more rules on spells) A hand(or multiple hands) equipped with a spell can cast all available spells requiring that number of hands. Each spell does not have to be equipped separately; if a model can cast a 2-handed healing spell, it can also cast a pair of 1-handed flame blasts from its hands that same turn. Staves: Magical staves are frequently used by wizards(see page XX) as a focus for their powers, or as a source of additional powers. If a spell is equipped in a hand, a single staff may be also equipped in that hand. A 2-handed staff, of course, requires two hands be equipped with spells(or both with a single spell) to use. A shooting weapon, when equipped, fires the number of shots allowed it(see page XX) each time it has an opportunity to fire. If a spell is equipped, the model equipping it may fire any number of spell shooting weapons each time it has an opportunity to fire, as long as it has enough Power Dice. Once each (player) turn ends, each model may switch to being equipped with other things. Items that do not require hands to use, such as armor and rings, are always automatically equipped. The shooting process can be summarised in five steps, as described below. Each step is explained in greater detail later in this section. Once you've completed this shooting sequence with one of your units, select another and repeat the sequence. Once you have completed steps 1 to 5 for each unit in your army that you wish to make a shooting attack, carry on to the Close Combat phase. ====Nominate a Unit to Shoot==== During the Shooting phase,a unit containing models equipped(see above) with ranged weapons can be nominated to make shooting attacks. Who can Shoot?: Certain situations prevent a model from firing. The most common are: *Their unit is locked in close combat with the foe. *Their unit is marching (see below). *Their unit is pinned down (see below). *Their weapon does not allow them to fire at this time. *Its unit has already fired this phase. *They have already decided not to use their ranged weapons this turn, in favor of something else (see "Equipped Items" above) This is not a comprehensive list. Other game rules or special rules can sometimes affect a unit's ability to shoot - this is explained thoroughly when it occurs. ====Choose a Target==== Once you have chosen the unit that you want to shoot with, choose a target for them to shoot at. To do so, you must check the range and line of sight from your unit to the enemy unit you are targeting. Note that you may check the range and line of sight to multiple enemy units before deciding which one to shoot at and declaring it to your opponent. Line of Sight: To target an enemy unit, at least one model must have line of sight (see page X) to at least one model in the target unit. If no models have line of sight, then a different target must be chosen. Check Range: All weapons have a maximum range which is the furthest distance they can shoot. At least one weapon must be in range of the target unit. If no weapons are in range, then a different target must be chosen. When checking range, simply measure from each firer to the nearest visible model in the target unit. Any model that is found to be out of range of all visible enemy models in the target unit doesn't shoot - his shots would not be not accurate enough to hit anything. Which Models can Fire?: Any model that is found to be in range of at least one visible enemy model in the target unit can fire. All models in the unit must shoot at the same target unit. If a model cannot shoot at the same target as the other models in its unit, for any reason, then it cannot shoot at all in that phase. A player can choose not to fire with certain models if he prefers (as some models may have One Use Only weapons, for example). This must be declared before rolling To Hit, as all of the models in the unit fire at the same time regardless of whether. or not all of the dice are rolled together. ====Roll to Hit==== To determine if the firing model has hit its target, roll a D6 for each shot that is in range. Most models only get to fire one shot, however, some weapons are capable of firing more than once as we'll explain in more detail later. The dice roll needed To Hit will depend on how accurate the firers are, as shown by their Ballistic Skill (or BS). (See the table below) To Hit rolls are easy to remember if you just subtract the Ballistic Skill of the firing model from 7. This will give you the number you need; e.g. a model with BS 2 needs to roll a 5 or more (7-2=5). Note that the minimum roll needed To Hit is always at least 2. When rolling To Hit, there is no such thing as an automatic hit. A roll of a 1 always misses (or, at the very least will need re-rolling - see below). If several weapons have different Strengths, special rules or AP values, use different coloured dice or roll them separately. Heavy Weapons: Whether a model has moved or not can make a big difference to its ability to fire. Some weapons are so heavy, or take so long to load, aim or fire, that they can only be used effectively if their firer halts completely to brace himself or set up on the ground. This is explained in more detail in the Weapons section (pg XX). The most important thing to remember is that the effect movement has on shooting is applied on a model-by-model basis. Ballistic Skill of 6 or better: Very rarely, a model may have a Ballistic Skill of 6 or even more If a model has BS 6 or higher, it gains a re-roll whenever it rolls a 1 To hit with ranged attacks. The second roll usually has a lower chance of hitting, and the number needed is given in the chart below in italics after the slash. {| border="1" cellspacing="0" cellpadding="2" align="center" ! align=center colspan=11 |To Hit Chart |- ! '''Ballistic Skill''' || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 |- | '''Roll Required''' || 6+ || 5+ || 4+ || 3+ || 2+ || 2+/6+ || 2+/5+ || 2+/4+ || 2+/3+ || 2+/2+ |} ====Rolls to Wound==== Hitting your target is not always enough to put it out of action. The arrow might result in nothing more than a superficial graze or flesh wound. To determine whether a hit causes a telling amount of damage, compare the weapon's Strength characteristic with the target's Toughness characteristic using the To Wound chart. The number indicated is the minimum result on a D6 needed to convert the hit into a wound. A value of '-' indicates that the target cannot be wounded by the Attack. Note that the minimum roll needed To 'Wound is always at least 2. When rolling To wound, there is no such thing as an automatic wound and a roll of a 1 always fails. Each weapon has its own Strength value, which is given in its profile or in the description of the weapon. (Your Strength is on the left column, Enemy Toughness is on the top row) {| border="1" cellspacing="0" cellpadding="2" align="center" ! align=center colspan=11 |To Wound Chart |- ! || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 |- | '''1''' || 4+ || 5+ || 6+ || 6+ || - || - || - || - || - || - |- | '''2''' || 3+ || 4+ || 5+ || 6+ || 6+ || - || - || - || - || - |- | '''3''' || 2+ || 3+ || 4+ || 5+ || 6+ || 6+ || - || - || - || - |- | '''4''' || 2+ || 2+ || 3+ || 4+ || 5+ || 6+ || 6+ || - || - || - |- | '''5''' || 2+ || 2+ || 2+ || 3+ || 4+ || 5+ || 6+ || 6+ || - || - |- | '''6''' || 2+ || 2+ || 2+ || 2+ || 3+ || 4+ || 5+ || 6+ || 6+ || - |- | '''7''' || 2+ || 2+ || 2+ || 2+ || 2+ || 3+ || 4+ || 5+ || 6+ || 6+ |- | '''8''' || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 3+ || 4+ || 5+ || 6+ |- | '''9''' || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 3+ || 4+ || 5+ |- | '''10''' || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 3+ || 4+ |} Remember to differentiated weapons with different rules that may have hit the enemy. Multiple Toughness Values: Quite rarely, a unit will contain models with differing Toughness characteristics. When this occurs, roll To Wound using the Toughness characteristic that is in the majority in the target unit. If two or more Toughness values are tied for majority, use the highest of these tied values. The Wound Pool: Finally, total up the number of wounds you have caused. 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, keep them separated into groups of wounds in the pool. If all the wounds are the same, the wound pool will consist of only one group. ====Allocating Wounds and Removing Casualties==== To determine how many casualties are caused, you will need to allocate the wounds caused and resolve any saving throws the target is allowed. Allocate Wounds: Your opponent must choose which models in his unit the wounds will be allocated to. He must assign wounds to each model, until a wound has been assigned to every model in the unit, before additional wounds are assigned. He must then proceed to assign the additional wounds, one per model, until one has been assigned to every model, and so on and so forth. Remember when allocating wounds to differentiate wounds from weapons with different rules. Take Saving Throws: The target unit gets to make one saving throw, if it has one (see below), for each wound being resolved. Make a note of how many unsaved wounds have been caused. Saves are taken for each model in the unit, individually. Whenever any number of models share the exact same profile and rules, roll for the saves of all those models at once. Assign Unsaved Wounds: Unsaved wounds are assigned to models, or groups of models with the same profile, one for each failed saving throw. The opponent who failed the saves chooses the order in which the wounds are assigned. In the case of multi-wound models that are not characters, if wounds are assigned to such a model, wounds from other non-character models with the same number of starting wounds in the unit must continue to be assigned to such a model in manner where as many models are slain as possible(continuing until all unsaved wounds have been assigned). This must be done even if the profiles of those models differ. Those wounds thus stacked on one model count as being resolved then and there. The wound pool is empty when there are no wounds left to roll for, save or put on models, or there are no models left in the unit. Emptied Wound Pool: When the Wound pool is empty, the shooting attack has been completely resolved. You can begin your next shooting attack, or proceed to the Assault phase. Out of Range: As long as a model was in range of the enemy when To Hit rolls were made, he is considered to be in range for the duration of the Shooting attack, even if the removal of casualties means that the closest model now lies out of range. Instant Death: Even though a creature might be able to withstand multiple grievous wounds, there are plenty of weapons and powers across Tamriel that are powerful enough to destroy it instantly and utterly. If a model suffers an unsaved Wound from an Attack that has a Strength value of double its Toughness value or greater (after modifiers), it is reduced to 0 Wounds and slain. =====Types of Saving Throws===== Few warriors take to the battlefield without some form of protection, whether it is a suit of armour or a magical talisman. Furthermore, the battlefield itself can also offer protection. All these forms of protection are represented by saving throws (sometimes called saves), as we'll now discuss. Armour Saves: Most troops wear some sort of protective clothing or armour, even if it's only a helm! Some creatures may have a form of natural protection, such as a chitinous exoskeletons or thick bony plates. If a model has an Armour Save characteristic of 6+, it is allowed a further dice roll, to see if the armour prevents the wound. This is called an armour saving throw, or armour save, for short. To take an armour save, roll a D6 and compare the results to the Armour Save characteristic of the model that has been allocated the wound. *If the dice result is equal to or higher than the model's Armour Save characteristic, the wound is stopped. *If the result is lower than the Armour Save value, the armour fails to protect its wearer and it suffers a wound. This means that, unlike other characteristics, an Armour Save is better if it is a lower number. Armor Piercing Weapons: Some powerful weapons are quite capable of tearing through or shattering even the thickest armour. This is shown by a weapon having an Armour Piercing characteristic, usually referred to as AP. Many weapons have an Armour Piercing value. A weapon's AP rating is '''subtracted''' from the armor saving throw of an enemy that it wounds. A weapon shown as 'AP 0', or without a stated AP, has no Armour Piercing value and will never lower a target's Armour Save. Example: A weapon of AP2 hits a warrior with a 3+ armor save. He may make an armor save, but he must make the save on a 5+. If a multiple AP values are granted to a single attack from different sources, they stack. Ward Saves: Some warriors are protected by more than mere physical armour. They may be shielded by divine blessings, enveloped in mystical energies or have a metabolism that can shrug off hits that would slay a giant. Models with wargear or abilities like these are allowed a ward saving throw. Ward saves are different to armour saves because they may always be taken at full effectiveness whenever the model suffers a Wound - the Armour Piercing value of attacking weapon has no effect. Even if a wound ignores all armour saves, an ward saving throw can still be taken. Cover Saves: Often, you'll find enemy models are partially hidden or obscured by terrain, also known as being in cover. Cover shields soldiers against flying arrows and fiery blasts, enabling them to get their heads down or crawl amongst the boulders and (hopefully) avoid harm. Where this is the case, the model will be entitled to a cover save. Cover saving throws are not affected by the AP value of an attacking weapon, so units in cover get a specific saving throw regardless of what's firing at them. Cover saves only apply against shooting attacks, unless stated otherwise in a special rule. Determining Cover Saves: A model is considered to be "obscured" if at least 50% of it is out of sight of at least 50% of the firing models. If at least 50% of the models in a unit are obscured from the firing unit, that unit will get a cover save. Types of Cover Saves: The type of cover save a model receives depends on exactly what he is sheltering behind. For example, a soft obstacle (like tall grass) that would hide soldiers behind it, but would not slow an arrow, confers a 5+ cover save. Purpose-built fortifications, such as castle ramparts, confer a 3+ cover save, and most other things confer a 4+ cover save. Before deploying their armies, it is a very good idea for players to go through all the terrain pieces on the battlefield quickly and agree what kind of cover each will offer. In most cases, terrain will offer a 4+ Cover save. Go to Ground: If warriors find shots raining down on them, they may decide to keep their heads down to try to stay alive a little longer while they wait for reinforcements. After the enemy has rolled To Hit and To Wound against any of your units, but before any saves are made for wounds allocated, you can declare that the unit is Going to Ground. To represent this, place a suitable marker next to the unit as a reminder. *Models in a unit that has gone to ground immediately receive +1 to their cover saving throws. *Models that are not currently in a position that would give them a cover save can still Go to Ground by diving into the mud (or some other evasion technique) and receive a 6+ cover save. A unit that has gone to ground cannot move, shoot, march or charge. At the end of its following turn, the unit returns to normal, the marker is removed and the unit is free to act as normal from then on. Whilst it has gone to ground, a unit reacts normally if affected by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example they have to Fall Back, it returns to normal immediately - remove the marker. If assaulted, the unit will fight as usual, but because they are not set to receive the enemy charge, the unit cannot Stand and Shoot or Counter-Attack if it is able to do so. Intervening Models: If a target is partially hidden from the firer's view by models from a third unit models not from the firer's unit, or from the target unit, it receives a 4+ cover save in the same way as if it was behind terrain. Similarly, if a model fires through the gaps between models in an intervening unit, the target is in cover, even if it is completely visible to the firer. Note that this does not apply if the shots go over the unit rather than through it. This does not mean that intervening models literally stop the shots, but rather that they obscure the target and spoil the firer's aim. A successful cover save in this case might mean that the firer has not shot at all, missing the fleeting moment when his eye was trained on the target. This is because, in the case of intervening friends, the firer would be afraid of hitting his comrades, while in the case of intervening enemies, the firer is distracted by the more immediate threat. Scenic rocks and other decorative elements that players might have placed on the bases of their models are always ignored from the point of view of determining cover. You cannot take your cover with you! Note the exception that, in the same way as they can trace line of sight through members of their own unit, models can always shoot through members of their own unit without conferring or receiving a cover save. Models with More than one Save: Sometimes, a model will have a normal armour save and a separate ward save. As if this wasn't enough, the model might be in cover as well. In these cases,a model only ever gets to make one saving throw, but it may choose which one it makes. If a model can benefit from different types of cover, for example, being behind tall grass (5+ cover save) and a barricade (4+), the model uses the best cover save available (in this case 4+). Maximum Save: Some models may have a save of 1+ or better, especially after potentially recieving benefits from certain abilities. However, no saving throw (armour, cover or invulnerable) will ever succeed on a roll of 1. Regardless of what is giving the model its save, a roll of 1 always fails. ====Marching==== At times, warriors may choose to move at the double, pressing forwards even in the face of death. In their Shooting phase, units may choose to make a March move instead of firing. An Infantry unit may makes its March move up to 3". This move follows the normal rules for coherency, and the unit's normal rules for movement style. Units that Fight in Ranks must always march straight forward. Difficult terrain tests must still be taken, but rolling 2d3 and picking the highest. Models marching through dangerous terrain must test as normal (see page XX). Units that March in the Shooting phase cannot charge in the following Close Combat phase. If a unit attempts to March while within 9" of an enemy unit, it must pass a Leadership test to do so.
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