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CodexRulesMortal Wounds & Hazards

Mortal Wounds & Hazards

Mortal Wounds & Hazards

06.01).

Within range of that weapon.

Unengaged. WHILE FIGHTING Select one or more enemy units to be the targets of that weapon:

Each target must be engaged with the model that has that weapon.

You cannot select more targets than that weapon's A characteristic. 04 Each time a unit shoots or fights, the active player follows these steps: 1. SELECT WEAPONS 2. SELECT TARGETS 3. RESOLVE ATTACKS ++ AN ALIEN MIND CANNOT ACCEPT THE EMPEROR'S BLESSING ++ During the battle, your units will shoot at and fight the enemy, making attacks with their weapons each time they do so. This section explains how to make attacks with your models. 16

  1. RESOLVE ATTACKS

06.01 Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model's unit and in the observed model's unit are ignored. Other models and units can be either visible or fully visible to the observing model, as shown opposite. Note that terrain applies additional rules to visibility (

06.02 Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed: 1. Select Model: Select one model in that unit by following the first instruction below that applies:

If a non‑CHARACTER model in that unit has lost one or more wounds, you must select that model.

Otherwise, if that unit contains one or more non‑CHARACTER models, you must select one of those models.

Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.

Otherwise, you must select one CHARACTER model in that unit. 2. Resolve Damage: The selected model loses 1 wound. If this reduces that model's remaining wounds to 0, it is destroyed. MORTAL WOUNDS AND NORMAL DAMAGE When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds. HAZARD ROLLS 06.03 To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound (see above), or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously. ++ AND THEY SHALL KNOW NO FEAR ++ OTHER CONCEPTS 24

MODEL VISIBLE MODEL FULLY VISIBLE UNIT FULLY VISIBLE UNIT VISIBLE If any part of another model is visible to the observing model, that model is visible. If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible. If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit. If one or more models in a unit are visible to the observing model, that unit is visible. 25

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THE BATTLE ROUND 27

THE BATTLE ROUND 1. START OF BATTLE ROUND

06.03). WHILE MOVING:

Desperate Escape: Each model that is moved can be moved through enemy models. AFTER MOVING:

Your unit must be unengaged.

Until the end of the turn, unless otherwise stated, your unit is not eligible to shoot, declare a charge or start an action.

Desperate Escape: If your unit is not battle-shocked, you must make a battle-shock roll for your unit (

06.02). CRUSHING IMPACT

06.03). WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed. AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge. SEE ALSO EMBARKING

►Not on the Battlefield DISEMBARKING

Hazard Rolls 06.03

►Persisting Rules Effects RAPID DISEMBARK When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent's deployment zone, the same applies to the disembarking unit. 65

19 ATTACHED UNITS FORMING ATTACHED UNITS

06.03) for that unit equal to the number of [] weapons you selected in the Select Weapons step. 81

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