Fire Resolution

(Posted to rec.games.miniatures.warhammer on August 3rd, 2000 regarding Stargrunt II)

Combat is simple, you get one die for the troop quality (Milita D4, Green

D6, Regular D8, Veteran D10 and Elite D12), one die for the firepower of

the squad (total the firepower of the squad and round to the nearest die

type, for example, if there are six squad members each with 2 FP that

totals 6x2=12, so you roll a D12 [D12 is the maximum]) and one die for any

support weapons (each support weapon has it's own fire type like say a D10

or D8).

The target gets one die that's determined by the firer's range band. The

range bands are equal to the die type of the troop quality. So milita have

4" range bands, Green have 6", Veteran have 8" and so forth. If the target

is in range band (RB) 1, they get to roll a D4; RB 2 a D6; RB 3 a D8; RB 4

a D10; RB 5 a D12. No unit can fire beyond Range Band 5 as the fire is

deemed ineffective. The die is shifted up one for cover and up another for

being "in position". So a target in range band 3 in cover rolls a D10.

Both sides roll thier dice.

If none of the shooter's dice beat the defender's die, then there is no

effect.

If ONE of the shooter's dice beat the defender's die (MINOR RESULT), then

place a supression marker.

If TWO or more of the shooter's dice beat the defender (MAJOR RESULT),

check for casualties AND place a supression marker.

Example: A squad of 4 soldiers (3 each with 2 FP Assault Rifles and a Light

Machine Gun with a D8 FP) of Regular Quality is shooting at a squad of

Milita in trees 17" away.

The firer has 6 FP and rolls a D6, the MG adds a D8 and they are regular

quality so another D8. That's a D6 and 2 D8's.

The defender is in range band 3. (0" - 8" = RB 1) (>8" - 16" = RB 2)

(>16" - 24" = RB 3)(>24" - 32" = RB 4) (>32" - 40" = RB 5)

The defender rolls a D8, shifted up one die type because of cover to a D10.

Both sides roll.

Firer rolls a 4,6,8

Defender rolls a 5

Two of the firer's dice beat the defender so a major result occurs. Check

for casulaties.

On a major result TOTAL all the firers die 4+6+8=18 and divide by the

firer's quality die. 18/8 = 2 with a remainder of 2.

You scored 2 hits and the chance of a third. Roll a D8 (shooter's quality

die) if you score a 2 or less, a third hit is scored. Firer rolls a 4, no

third hit.

Randomize all hits on the target unit's models and check for a kill.

Roll impact die of the weapon vs. targets armor die.

If you roll below the target's armor roll, nothing happens.

If you roll above the target's armor roll, target is wounded.

If you roll twice or more greater than the target's armor roll, target is KIA.

Now check for morale....and don't forget that supression. While they are

supressed, you can move in with another squad and finish them off....

I just explained the entire fire combat proceedure, with examples, in about

1K. Not to mention you've resolved the firepower of an entire unit with one

die roll. Oh, by the way, you can fire heavy weapons and support weapons at

different targets.

See, easy!

Jerry

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