Roll to Hit

Roll a D6 for each shot fired -- the shooting model's Ballistic Skill sets the score needed to hit, after any modifiers. Every model shooting rolls once (a model's Attacks characteristic has no bearing on how many shots it fires -- each model shoots only once, unless stated otherwise). Count your shooting models, roll that many dice (in batches if it's easier), and compare each result to the table below.

Ballistic Skill12345678910
To Hit score6543210-1-2-3

Any die equal to or greater than the needed score is a hit; anything less is a miss. A To Hit roll of a natural 1 always fails, no matter how low the needed score has dropped -- you can't roll lower than 1 on a D6.

Shooting Modifiers

Raw skill isn't the only factor -- battlefield conditions alter accuracy too, represented by shooting modifiers applied to the dice roll before comparing it to the score needed, making a shot harder (and less likely to succeed).

If modifiers push the required score to 7 or higher, a hit is still possible: first roll a 6, then roll again against the chart below to see if it holds up. A required score of 10 or more is simply impossible -- those shots are lost outright.

Required ScoreThen Roll
7+6 followed by a 4, 5, or 6
8+6 followed by a 5 or 6
9+6 followed by a 6
10+Impossible

Shooting modifiers are cumulative unless stated otherwise.

Moving and Shooting

A model that moved for any reason this turn (even just pivoting on the spot) has had less time to aim, suffering a -1 shooting modifier.

Firing at Short Range

Closer targets are easier to hit -- any shot at an enemy within 4" gains a +1 shooting modifier.

Standing and Shooting

Aiming while a bellowing enemy bears down on you is distracting -- models making a Stand & Shoot reaction suffer a -1 shooting modifier.

Lone Model

A small, single target is harder to hit than a mass of troops -- any shot at a lone model with Unit Strength 2 or less suffers a -1 shooting modifier.

Cover

If the majority of the target unit is visible but standing behind models (friend or enemy) or terrain with at least half as high a Line of Sight value, an extra To Hit modifier applies. For example, a unit whose majority has Line of Sight value 1 provides cover to a unit behind it with Line of Sight value 2, but not to one with Line of Sight value 3 or higher -- and the same logic works in reverse, a Line of Sight 3 model ignoring the cover a Line of Sight 1 model would otherwise grant a Line of Sight 2 model behind it.

Cover comes in two kinds, soft and hard (below). It's common for some models in a firing unit to have a clear shot while others don't -- where that happens, resolve the two groups' shots (and their separate To Hit modifiers) individually.

Targets behind Soft Cover

Soft cover offers a little protection but mostly just hides the target -- hedges, fences, wagons, and similar terrain. If the majority of a unit is obscured this way, it's in soft cover, worth a -1 shooting modifier.

Targets behind Hard Cover

Hard cover is sturdier -- stone walls, boulders, buildings, and (for this purpose) other units standing in the way. If the majority of a unit is obscured this way, it's in hard cover, worth a -2 shooting modifier. Soft and hard cover never stack -- if both would apply, use only the -2 for hard cover.

Special Rules

Several special rules affect a model's shooting modifier -- each states its own effect, but the most common (Multiple Shots, Quick to Fire, Sniper, and Volley Fire) all impose a -1 shooting modifier. See the Special Rules chapter for details on each.

Automatic Hits

Some unusual attacks -- most often magic missile spells -- hit automatically. Exactly as it sounds: skip the To Hit roll entirely and apply the stated number of automatic hits.


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