Alright, fellow Warhammer aficionados, get ready for a deep dive into the heart-pounding Shooting Phase in Warhammer: The Old World! It’s time to channel your inner marksman and let the arrows fly.
So, here’s the lowdown: Shooting Phase has four crucial steps. First up, Declare Targets. Pick a unit, declare its target – easy, right? But not everyone can shoot; they need ranged weapons, no marching or charging, and definitely not fleeing or in combat. Line of sight is a must, and sorry, no split fire shenanigans.
Now, let’s Roll to Hit. Ballistic Skill (BS) is back, folks, ranging from 1 to 10. Higher BS, easier hits, and BS 6 or more means rerolls. But wait, there’s trouble brewing with modifiers: -1 if you’ve moved, at long range, facing a charge, or your target has partial cover. Natural ones are always a miss, and modifiers can stack, pushing you to roll 7+, 8+, or even 9+ to hit. It’s a shooting rollercoaster!
Moving on, Roll to Wound. Strength vs. Toughness, with Toughness caps. A Strength 3 bow won’t scratch a Toughness 9 beast. Now, the saving throw dance begins. Armour Penetration vs. armour value, 6+ or 5+ saves, shields and magical items in play. But watch out, there’s a twist – Ward Saves, a separate roll after armour fails. Phew, complex, but oh-so-Warhammer.
The grand finale – Remove Casualties and Panic Tests. One model per Wound, panic if more than a quarter of the unit bites the dust. Panic! But fear not, details on that in the next article.
And what’s Warhammer without special shooting units? Breath Weapons for big beasties, Fire & Flee for cavalry, and cinderblast bombs for Dwarfen Irondrakes. Curious, right?
But hold on, the magical show isn’t over. Magic in the Shooting Phase? Absolutely! Magic Missiles and Magical Vortexes spice things up. Fireball flinging and Chaos-conjuring, anyone?
That’s a wrap for this week, folks. But brace yourselves; next week, we’re locking shields and diving headfirst into the combat phase. Sharpen those blades and get ready for the frontline frenzy!
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