Back to it - Onto Ballistic Combat.V. Ballistic Combat:Shooting Procedure -When a unit is issued an order that allows it to fire, it may target enemy units with ranged attacks. Note – Units may not target enemy models that are currently Engaged in close combat, unless they possess a trait that states otherwise.
To execute a Ballistic attack, follow the following procedure:
1. Gather Dice:
Create a pool of dice for each weapon system being used. Each weapon system contributes a number of dice equal to its “Attacks” stat. If multiple Weapon systems are being fired, multiple colored dice can be very helpful.
2. Allocate Dice:
Allocate each dice pool (weapon system) to an enemy unit within line of sight. If firing as part of an overwatch action,
(Or Intercept or Return Fire Reaction if I go with the action/reaction system..)then
all of the unit's weapon systems must be fired at the acting enemy unit.
3. Check Range:
Measure the distance from the firing unit to each target unit. If at least one model in the firing unit has range to the target – the attack may proceed. If the distance is greater than the weapon systems “Range” Value, the attack is out of range, and the dice allocated to the unit is discarded – the attack has failed. Note – ranges are measured from a model’s base – not the actual model itself.
Important Note: Weapon ranges may never be measured until this point in the firing sequence. You must use your best judgement when issuing Fire Orders!
4. Assign Stress Tokens:
Each unit that comes under attack and is within range gains 1 stress token before any dice are rolled, regardless of how many weapon systems are targeting them.
5. Roll for hits:
The attacking player rolls each dice pool to determine how many attack dice hit the target. The score required depends on the “Classification” of the target unit. Each dice that rolls the minimum value or higher – scores a hit on the target unit. Rolls of “1” always fail regardless of modifiers.
6. Roll for Armor:
The Defending player takes each dice that hit, and rolls them again in an attempt to negate them. In order to negate a hit, the defending player must roll equal to or higher than the Armor Value of the unit being hit. Subtract the weapon systems “Strength” value from every armor roll. For each dice that rolls less than this value – the unit takes “a hit”. If the strength of a weapon renders the saving roll impossible – there is no need to roll – the models armor is not strong enough to deflect the attack.
7. Apply Additional Stress tokens:
Each “hit” causes the target unit to gain an additional stress token.
8. Apply Damage:
Take each hit dice that was not negated, and apply them to models in the target unit, starting with the model closest to the firing unit, and continue to the furthest model. (Only models that are within line of sight to at least one model in the firing unit can be targeted) Each dice causes a number of damage points to the model equal to the weapon systems “Damage” stat. If a target model has more than one Damage Point – continue to apply hit dice until it is destroyed. Excessive damage is not carried over from one model to the next.
Important Note: You can only ever destroy a number of models equal to or less than the number of unsaved hit dice during an attack - maximum. Excess damage is not transferred to other models!
If the number of damage points applied to a model during an attack is not enough to destroy it - apply that many damage tokens to the unit. These damage points are retained by the target unit, and can be added to by future attacks.
Ballistic Combat Example: The Sisterhood Themis squad fires at the Hellborn Cultists. The Themis Squad is armed with Assault Shotguns, which shoot 15cm, with 1 attack. The Sisterhood player follows the following sequence:
1. Gather Dice: Each model rolls a single dice when shooting – so the Sisterhood player creates a pool of 5 dice.
2. Allocate Dice: The Themis Squad allocates these dice to the cultist unit. If they had multiple weapon systems, each weapon system could be allocated to a different enemy unit.
3. Check Range: The Sisterhood player checks range. The enemy unit is 15cm away – so the attack is in range. If the Cultists were over the max range of the Assault Shotguns – 15cm, then the attack would have failed.
4. Assign Stress Token: Before rolling for hits, the cultists gain 1 stress token.
5. Roll For Hits: The Sisterhood player rolls his atack dice and scores 1,1,4,4, and 6. Because the Cultists are classified as Infantry, a score of 4 or more is required to hit them. This means that 3 dice resulted in hits.
6. Roll For Armor: If the Cultists had any armor – they would roll to negate these hits now. However, because they have no Armor Value, each of these dice cause damage.
7. Apply Additional Stress Tokens: Because the Cultists suffered 3 unsaved hits, they gain an additional 3 stress tokens.
8. Apply Damage: Starting with the Cultist model closest to the Themis squad, these remaining dice are assigned to models in the cultist unit. This results in the destruction of 3 Cultist models. Assault Shotguns do one damage – but if they caused 2 or more damage, 3 models would still have been eliminated.
The Cultists have been reduced to 3 models and have 4 stress tokens – the next time they are activated, they will be forced to Retreat.
Line of Sight –When determining line of sight – mark out a straight line from the firing unit to the target using a straight edge like a ruler or measuring tape. If this line does not pass through any model or terrain feature, and originates in the Weapon Systems fire arc, line of sight is clear, and shooting can be executed normally as described above.
You may need to check line of sight from individual models to see which models in the same unit can draw line of sight to the target unit. Each model that does not have line of sight to the target cannot add their dice to the weapon system dice pool.
Line of sight can be obstructed or blocked entirely in some circumstances, and that can affect the shooting procedure in a number of ways.
Obscured Line of sight:
This occurs when line of sight passes through a terrain feature that only partially conceals the target model, or if the target is in difficult terrain for its class (while moving in such terrain is cumbersome, it also provides some degree of cover…) Line of sight is Obscured, and this makes the target harder to hit. When shooting at obscured targets, you must subtract 1 from your hit rolls against that target.
Attackers may fire at targets in forest or forest-like terrain up to 3cm from the terrain features edge and vice versa – this obscures line of sight. Anything deeper into such terrain is considered to be blocked for line of sight purposes.
When shooting at enemy units which contain a mix of obscured and non-obscured target models - divide the dice pool into "normal" and "obscured" to hit dice. The obscured to hit dice suffer the -1 to hit penalty, and can only be assigned to models that are obscured. Likewise, the "normal" to hit dice are resolved normally, and can only be applied to non-obscured models.
Blocked Line of Sight:
This occurs when line of sight passes through a terrain feature which completely covers the target and hides them from sight. Models blocked from line of sight cannot be targeted for shooting attacks.
Units can also block line of sight to each other – so long as line of sight passes through another unit of a larger classification. This “Classification size Hierarchy” is as follows:
Large Vehicle > Vehicle > Large Infantry / Calvary > Infantry / Cavalry
For example – line of sight targeting a Vehicle can pass through Infantry, but line of sight targeting Infantry would be blocked by a vehicle unit.
As long as a unit is in formation, the entire space occupied by the unit blocks like of sight. You cannot, for example, draw line of sight though the "gaps" between models in the same unit.
Flyers do not block line of sight to any other unit.
Fire Arcs -When Drawing line of sight to an enemy unit, you must also take into account a weapon system's fire arc. If an enemy target lies outside of a weapon systems fire arc – it may not be targeted for attack by that model (though other models in its unit may be able to…)
There are 3 different types of Weapon arc traits as detailed below.
By default – Infantry and Cavalry have a “360” arc applied to all of their weapon systems, while weapon systems on Vehicles have a “Front 180” fire arc unless otherwise noted in the “Weapon Traits” field.
That's all for this section - next up, Assaults. Thoughts?