Shots and Aim

(Rule)
Description: Once the models that will shoot are established, they each make as many shots as indicated in their weapon’s profile. Roll to hit by rolling a D6 for each shot and compare this to the weapon’s Aim, written in brackets after the weapon’s name. For example, a dwarf warrior has Throwing Weapons(5++) with shots 2. When this model shoots, roll two D6, and each roll of 5+ is a successful hit.

For each hit, follow the Attack Sequence to determine the damage (see Attacks chapter).

Everyone loves a good stab. But sometimes stabbing people can be more hassle than it’s worth. You have to get up close, so there’s the unlovely risk of being stabbed right back.
That’s why lots of people prefer shooting – what we goblins call stabbing from a distance. Beautiful to see, really: all the ways people have invented for battling far off, nice and impersonal. Arrows are an easy one, but nowadays there’s guns too, all kinds. And big machines with springs for lobbing your classic rock, or spurting out fire, or sending off spells…
Speaking of spurting fire, some things don’t even need a machine. Dragons is a scary one. Thought they were miffy-logical til one showed up in Avras, bold as brass. Weird creatures, dragons. Love to collect stuff, but won’t haggle with merchants. Won’t let anyone near them except one special friend they call a rider. You almost never see two dragons together, but some say they have big secret meetings where no one can see. Don’t bear thinking about – defnitly wouldn’t want to try stabbing one of them!

h2 class='ruleTitle'>To-Hit Modifiers
The To-Hit roll of a Shooting Attack can be modified, affecting the chance of scoring a successful hit. If the modifier brings the needed score to 7+ or beyond, the attack cannot hit, and a natural roll of ‘1’ is always considered a miss. Apply the following modifiers to the to-hit roll:

  • Long Range (-1): If the target is more than half the weapon’s maximum range away from the shooting model, apply a -1 to-hit modifier.

  • Accurate: If the shooting model has Accurate, ignore the modifier from Long Range.

  • Moving and Shooting (-1): If the shooting model’s unit has performed a Move Maneuvre (Reform, Advance or March*) in this player turn, apply a -1 to-hit modifier.

  • Quick to Fire: If the shooting model has Quick to Fire, it does not suffer the normal -1 to-hit penalty for Moving and Shooting.

  • *Only units with March and Shoot can shoot after March Moving in the same Player Turn. If they do, apply a -1 to-hit modifier for Moving and Shooting.

  • Unwieldy (-X): If the shooting model with Unwieldy has performed a Move Manoeuvre in the same Player Turn, apply an additional -X to-hit modifier.

  • Cover: The target could benefit from either Soft Cover or Hard Cover:

  • Soft Cover (-1): If the target benefits from Soft Cover, apply a -1 to-hit modifier.

  • Hard Cover (-2): If the target benefits from Hard Cover, apply a -2 to-hit modifier.

  • Hard Target (X): If the Target has the Hard Target, apply a -X to-hit modifier.

*See Model Rules for the full rules.
h2 class='ruleTitle'>Cover
For each model that is shooting, check if the target benefits from Cover by drawing three straight lines from the shooting model to the target. These lines should all start from the same point on the shooting model’s base as was used checking Line of Sight to the target.

  • One line is drawn to the right corner of the Target Facing.

  • One line is drawn to the left corner of the Target Facing.

  • One line is drawn to the centre of the Target Facing.

If two or more of these lines pass through Obstructions that Contribute to Cover (both Soft or Hard), the target benefits from Soft Cover. If at least 2 of these lines pass through Obstructions that contribute to Hard Cover, instead apply the rules for Hard Cover.

Example of Cover in the Terrain Feature.The blue unit is located in the red unit’s Flank Arc, so the Flank Facing is the Target Facing.
Two of three of the drawn lines pass through the Forest, so the red unit benefits from Cover.

Obstructions that Contribute to Cover


There are two types of Cover: Soft Cover and Hard Cover. The most common reason for applying Cover is the target being obscured by Terrain or other models, or the target being inside a Terrain Feature.

The following obstructions contribute to cover:

Soft Cover\

  • Terrain that is Covering Terrain* and that contributes to Soft Cover.

  • Models that have equal or larger Height than either the shooter or the target.

Hard Cover\

  • Terrain that is Opaque Terrain

  • Terrain that is Covering Terrain* and that contributes to Hard Cover.

  • Models that have equal or larger Height than both the shooter and the target.

*See Terrain chapter for details.
Note that Models that have smaller Height than both the shooter and target don’t affect Cover.