Roll to Wound
Once you have hit a target test to see if a wound is inflicted. An attack may fail to cause a wound because it hits part of the target’s equipment, just scratches the skin or causes some very minor injury which the warrior bravely (or stupidly) ignores. If you fail to cause a wound, the target is unharmed. Each hit rolls separately for whether it causes a wound.
To determine whether your attack has caused a wound, compare the Strength of the weapon with the Toughness of the target and roll a D6.
Strength vs Toughness | Wound Roll |
---|---|
Strength is 2 or more higher | 2+ |
Strength is higher than | 3+ |
Strength is equal to | 4+ |
Strength is lower than | 5+ |
Strength is 2 or 3 lower | 6+ |
Strength is 4 or more lower | Impossible |
Critical Hits
If you roll a 6 when rolling to wound (for close combat and shooting only) you may cause a critical hit. Roll a D6 and consult the relevant table for the type of critical hit that occurs depending on the weapon that landed the hit.
Each warrior may only cause one critical hit in each close combat / shooting phase.
missile weapons
(Bows, crossbows, blackpowder weapons, throwing knives etc.)
D6 | Result |
---|---|
4 | Hits a Weak Spot. The missile penetrates its target’s armour. Ignore all armour saves. |
5 | Ricochet. If there are any other models within 6”, the closest enemy model is also hit. Roll to wound and take any saves as normal for both targets. |
6 | Master Shot. The missile hits an eye, the throat, or some other vulnerable part. The target suffers 2 wounds instead of 1. There is no armour save. |
bludgeoning weapons
(Clubs, maces, hammers, flails, double-handed hammers etc.)
D6 | Result |
---|---|
4 | Clubbed and Hammered. The target is knocked off balance. Your opponent may not fight this turn if he hasn’t already fought. The hit ignores armour saves and saves from helmets. |
5 | Wild Sweep. Your opponent’s weapon is knocked from his hand. If he is carrying two weapons, roll to see which one he loses. He must fight with whatever back-up weapon he has in his equipment for the rest of this combat (or fight unarmed if he has no other weapons). Roll to wound and take armour saves as normal. |
6 | Bludgeoned. The victim automatically goes out of action if he fails his armour save. Even if he has several wounds remaining, he will be taken out of action by this attack. |
bladed weapons
(Swords, axes, double-handed swords etc.)
D6 | Result |
---|---|
4 | Flesh Wound. This attack hits an unprotected area, so there is no armour save. |
5 | Bladestorm. The warrior unleashes a virtual hail of blows. The attack causes 2 wounds instead of 1. Take armour saves separately for each wound. Remember that, as with other critical hits, if an attack causes multiple wounds for other reasons as well, you choose the highest number of wounds. |
6 | Sliced! The strike ignores armour saves, causes 2 wounds, and your warrior gains +2 to any Injury rolls. |
unarmed combat
(Wardogs, warhorses, Zombies, Possessed, animals etc.)
D6 | Result |
---|---|
4 | Body Blow. Your opponent staggers, allowing you to seize the initiative and make an additional attack. Immediately roll to hit and to wound. Any saves are taken as normal. |
5 | Crushing Blow. The blow lands with tremendous force. You gain +1 to the Injury roll if your opponent fails his save. |
6 | Mighty Blow. With a mighty punch, flying kick or vicious bite, you send your opponent sprawling to the ground. The attack ignores armour saves and you gain +2 to any Injury rolls. |
thrusting weapons
(Spears, halberds, lances etc.)
D6 | Result |
---|---|
4 | Stab. With a quick strike, you penetrate your opponent’s defences. You gain +1 to any Injury rolls. Armour saves are taken as normal. |
5 | Thrust. The thrust lands with great force and the target is knocked down. Take armour saves as normal and see whether the model suffers a wound. |
6 | Kebab! The thrust knocks the target back with titanic force, ripping apart armour and puncturing flesh. The attack ignores armour saves and you gain +2 to any Injury rolls. The victim is knocked backwards D6” and the attacker follows, staying in base contact. Any other models involved in the combat are separated and only the model which struck the blow and his target are still considered to be in combat. If the target collides with another model, the other model is hit once at S3. |
If a critical hit causes more than 1 wound, and the weapon the attacking model is using normally causes several wounds, then use the one that causes the most damage.
Armour Saves
By default all warriors have an armour save of - (equivalent to 7+ and therefore impossible).
Armour modifies the dice roll, wearing a shield would bring the armour save down to a 5+, wearing some light armour in addition would further bring it to a 4+.
A warrior may have a natural armour save, or they may be granted one through the use of armour or a shield. A warrior may only wear a single piece of armour and a single shield in their offhand.
Armour Save Modifiers
Depending on the weapon used to inflict the wound the opposition warrior may have their armour save role modified.
(Weapon Strength - 3) is subtracted from the opposition warriors armour save roll.
Strength | Save modifier |
---|---|
1-3 | None |
4 | -1 |
5 | -2 |
6 | -3 |
7 | -4 |
8 | -5 |
9+ | -6 |