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====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.
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