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Dice - Attack 1.4.0

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Combat Die for Melee Weapons and line of sight Missile Weapons are represented with open-ended 6-sided die. Rolling a 1 indicate an attack faliure.

Each die pips/number resemble the Attack Impact Modifier (AIM), against Foes Armour and any appliable bonuses.

Wielder and weapon strength, and appliable bonuses (charge, range, etc.) adds to AIM. The combined AIM must exceed opponent Armour value to deliver a Wound, and each excess AIM adds another wound to that model.

Each weapon has its own missile range, with closer being more lethal and farther being more inaccurate. So each missile weapon has these AIM modifiers:

  • 0-25%: No penalty
  • 26-50%: -1 to hit
  • 50-75%: -2 to hit
  • 75%+: -3 to hit

Units moving and shooting in the same Round gains a -1 AIM penalty.

Units can launch several missile volleys per phase. Each subsequent assault carries a -1 AIM penalty.

If you shoot at a melee unit, randomise who gets struck based on the amount of models in each unit.

A unit facing an opponent who is downhill benefits from +1 AIM.

[SOFT COVER], also called partial cover, adds +1 to a model's armour value when applied.

[HARD COVER], also called full cover, adds +2 to a model's armour value when applied.

2nd MODIFIED roll pass through PROTECTION  (Armour/Barding/Shield) value as:

  • Each die pips/number and any bonuses such as race/weapon strength, charge, etc. Resemble the Attack Impact Modifier (AIM)
  • The targets Armour, Barding & Shield (ABS), and any appliable bonuses for range, cover, etc. Resembles its Protection.

The combined (AIM) must exceed the targets Protection value to deliver a Wound.

A MODIFIED AIM roll of 6+ allow that DIE to be rolled anew to find its improved AIM.

  • AIM 2 inflict wound against Protection 1
  • AIM 3 inflict wound against Protection 2
  • AIM 4 inflict wound against Protection 3
  • AIM 5 inflict wound against Protection 4
  • AIM 6  inflict wound against Protection 5
  • AIM6+2 inflict wound against Protection 6
  • AIM6+3 inflict wound against Protection 7
  • AIM 6+4 inflict wound against Protection 8
  • AIM 6+5 inflict wound against Protection 9
  • AIM 6+6 inflict wound against Protection 10+

Example: model with strength 3, rolls AIM 4, giving a MODIFIED roll of 6+. Second roll is 4, ending at a total of 6+4, which can wound against Protection 8.

A Charging / Countercharging Unit gains +1 AIM in the first Round of Melee.

A Unit fighting an opponent who is considered on lower ground is benefitted  with +1 AIM.

If Attacking Models sharing a single Base, the Attacks hit randomly amongst the models. Consult each Army List Unit entry for specific details.

Various attacks have different attributes as seen below.

Impact hits (x, y); x = amount, y = AIM bonus.

Stomp attacks (x,y), where x = amount and y = AIM bonus

Grind attacks (x,y), where x = amount and y = AIM bonus

Sweeping attacks (x,y), where x = amount and y = AIM bonus

Charge bonus (x,y), x = amount, y = AIM bonus

Multiple hits (x)

Multiple wounds (x)

For Dagger, 1H and 2H some can buy an additional weapon at same cost as the primary weapon.

This removes the ability to be shielded.

Altered some weapon ranges.

Adjusted weapon group content.

Added the standard unit melee dice composition/faces.

To reflect the armour system, the Melee Die has been altered.

1 skull (weapon still causing a non savable wound)

5 hits with their delivered presicion and force shown as impact pips.

The amount of pips, must equal or exceed the opponents armour value to deliver a wound.

 

Altered description.

Added Attack Strength to the Pip- Strength.

 

The amount of pips must exceed Armour value to inflict a Wound.

The Player killing enemy Models, determines what Unit Models within Weapon range are removed as casualties.

IOM-Peter has reacted to this post.
IOM-Peter

Changed Wound distribution to consume 1 model a time up until all Wounds have been distributed.

Model removal to Models being laid prone for the remainder of that Phase.

Removed the kill on Unmodified roll of 6. All is now purely Strength vs Armour.

A Unit fighting an opponent who is downhill is benefitted  with +1 Strength.

Dice - Attack 0.03

Added special bonus to the sentence of summing up damage bonus.

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