To-Hit Modifiers

(Rule)
Description: 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.