Nem wrote:
That doesn't apply to this thread though ? This effect specifies that a hull point is lost
If you fire 2 bullets at a live body, and they are fired at the same time, and hit the body at the same time, how can the second bullet hit a dead body? Applying the effect of the first shot so the second shot has a greater penalty attached to it seems like cheating.
Not really. You assign wounds from the wound pool in any order you want to specifically cause more damage. Without anything specifying otherwise to apply Pen. Hits in the same way is the logical conclusion
Exactly.
!) Declaration of my unit firing X models at your unit. At this step everything must be declared before moving on as everything fires at the same time.
2) Roll to hit. This can be done once
D6 at a time resolving each shots result.Or if you like to speed the game up we are permitted to roll all of them together as per speed rolling.
3A) To wound. This can be done once
D6 at a time resolving each hits result.Or if you like to speed the game up we are permitted to roll all of them together as per speed rolling.
3B) Penetration Roll. This can be done once
D6 at a time resolving each hits result.Or if you like to speed the game up we are permitted to roll all of them together as per speed rolling.
4A) Allocation of wounds. Allocate and resolve each wound to the nearest model to the firing unit until all wounds are removed from the pool. Or, where possible, you may roll all of them together as per speed rolling.
4B) Damage table. Roll a
D6 for each penetrating hit and resolve the damage inflicted as per the damage table*. You must roll for all penetrating hits even if the vehicle is wrecked from loss of hull points for any reason. Or, where possible, you may roll all of them together as per speed rolling.
* Roll on the damage table for each penetrating hit. apply any immediate effects. Any additional effects apply as per shooting players choice of sequence.
Here are 3 examples to show how damage is applied fully and no result is down played by double allocation.
Vehicle has 2 weapons and if undamaged with 3
HPs.
Example1:
Shooting unit scores 2 weapon destroyed results.
-Subtracts 2
HPs for 2 penetrating hits.
- Randomize which weapon is destroyed for the first weapon destroyed result.
-Remove the second weapon that was not destroyed, no randomization as there is only one weapon.
-Vehicle has 1HP left and no weapons.
Example2
Shooting unit scores 2 immobilized results
-Subtract 2
HPs for 2 penetrating hits.
-Vehicle is immobilized.
-Vehicle suffers an additional
HP from the second immobilized result as it is already immobilized.
-Vehicle is at 0HPs and is now a wreck.
Example3
Vehicle has one weapon 4HPs (for argument sake) and is undamaged
Shooting unit scores 2 weapon destroyed results and an immobilized result.
-Subtract 3
HPs for 3 Penetrating hits.
-Weapon gets destroyed.
-Second Weapon destroyed result becomes Immobilized result as there are no more weapons to destroy.
-Immobilized result subtracts an additional
HP as the vehicle is immobilized from the second weapon destroyed result.
-Vehicle is at 0HPs and is now a wreck.
Automatically Appended Next Post:
deviantduck wrote:
Nem wrote:
Not really. You assign wounds from the wound pool in any order you want to specifically cause more damage. Without anything specifying otherwise to apply Pen. Hits in the same way is the logical conclusion
But.. these aren't wounds.
deviantduck wrote:If you fire 2 bullets at a
live body, and they are fired at the same time, and hit the
body at the same time, how can the second bullet hit a
dead body? Applying the effect of the first shot so the second shot has a greater penalty attached to it seems like cheating.
Sorry, But the bolded was a clear indication you were in fact not talking about a vehicle.