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====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+ |}
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