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Made in us
Drop Trooper with Demo Charge





This has come up in my group and since this unit is worded differently than other bodyguard type units i'm hoping someone can provide clarification.
The rule is worded as follows

"Roll a dice each time a friendly death guard character is hit by a ranged or melee weapon whilst he is within 3" of this (deathshroud) unit. On a 2+ one of the Deathshroud terminators intercepts that hit - the character is not hit by that attack but this unit is instead.

The question I have comes from timing.

For example lets say a knight shoots morty with everything, starts with his rapid fire battle cannon gets 8 hits. Do you

1. roll each of thee 8 dice to hit, intercept, wound and damage one at a time (potentially killing the termies on hit six having the remaining two go back to morty.

2. intercept all 8 hits at once regardless of if it's overkill for the deathshroud.

3. Wait until the other weapons have rolled to hit before mass intecepting the entire knights attacks.

I believe #2 is correct, and in the above example if my terminators survived even if there was only 1 wound left and the next attack was say the carapace missile launcher that got six hits, I could potentially intercept all six even though it would certainly be overkill.

Am I wrong in that interpretation? If so can someone explain where I'm making the mistake. My opponent wanted each hit rolled for intercept then resolved before intercepting the next hit #1 and I dont think that was correct.


   
Made in gb
Norn Queen






You're supposed to roll and fully resolve attacks one at a time. Fast Rolling is only permitted when it cannot make a difference.

Since this is not such a case, Fast Rolling cannot be used.

You don't do any of the options you gave because they are all invalid.

You have to declare your targets, then resolve each shot one by one until Fast Rolling becomes a valid option.

This message was edited 1 time. Last update was at 2017/11/20 23:27:52


 
   
Made in us
Lieutenant General





Florence, KY

From 'Fast Dice Rolling', page 179 (emphasis added):

However, it is possible to speed up your battles by rolling the dice for similar attacks together. In order to make several attacks at once, all of the attacks must have the same Ballistic Skill (if it’s a shooting attack) or the same Weapon Skill (if it’s a close combat attack). They must also have the same Strength, Armour Penetration and Damage characteristics, and they must be directed at the same unit. If this is the case, make all of the hit rolls at the same time, then all of the wound rolls. Your opponent can then allocate the wounds one at a time, making the saving throws and suffering damage each time as appropriate.

Wound allocation, saving throws and damage are done one at a time.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
 
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