Friday, 8 July 2011

Ranged Combat.


Rolling to Hit.

A player may engage in ranged combat with any monster that is not in base to base contact with his warrior at the beginning of the combat phase. The attacker must compare the Skill of the attacker against the skill of the defender on the To Hit Table to get the number that he must roll either equal to or above on a d6 to hit the defender.

For Example: A Human Attacker (Weapon Skill 3) is not in base to base combat with a Goblin (Weapon Skill 2) the Attacker must roll a 3 or higher on a D6 to be able to hit the Goblin. The Human Attacker rolls a 4 and hits the Goblin with a single attack.

Rolling for Wounds.

If the attacker hits the defender then the attacker must roll to determine the number of wounds that the attack inflicts upon the defender. The attacker must roll a D6 and add the strength of the attacker and then apply any modifiers that the weapon bestows before removing the defenders toughness and any modifiers the defenders armour bestows. The remaining number is the number of wounds the attack inflicts upon the defender, if the number of wounds inflicted in a turn is greater than the number of wounds that the defender has left then the model is removed from play at the end of that turn.

For Example: A Human attacker (Strength 3) with a Bow (Strength +1) attacks a Goblin (Toughness 2, Wounds 2) with leather armour (Toughness +1). The human attacker rolls a D6 and scores 5 and adds +3 for the attackers Strength and +1 for the Bow to give a total of 9. The Goblin has Toughness 2, and adds +1 for leather armour to give a total of 3. The human attacker removes the Goblin’s modified toughness of 4 from his score of 9 and inflicts 6 wounds.

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