Roll to Wound

For each shot that hits, roll again to see if it wounds -- the score needed compares the firing weapon's Strength (not the firer's own Strength) against the target's Toughness.

Pick up every die that hit and roll them again, cross-referencing the weapon's Strength against the target's Toughness on the chart below for the minimum score needed to wound. A natural 1 always fails and a natural 6 always succeeds, regardless of any modifier.

S / T12345678910
14+5+6+6+6+6+6+6+6+6+
23+4+5+6+6+6+6+6+6+6+
32+3+4+5+6+6+6+6+6+6+
42+2+3+4+5+6+6+6+6+6+
52+2+2+3+4+5+6+6+6+6+
62+2+2+2+3+4+5+6+6+6+
72+2+2+2+2+3+4+5+6+6+
82+2+2+2+2+2+3+4+5+6+
92+2+2+2+2+2+2+3+4+5+
102+2+2+2+2+2+2+2+3+4+

If a unit has multiple Toughness values (or armour saves), use whichever value the majority of the unit has -- or, on a tie, the best of the tied values, unless stated otherwise.

Resolving Unusual Attacks

Plenty of situations call for hits against a target outside a normal shooting attack -- spells, or a chariot's Impact Hits (see the Special Rules chapter), for example. These are resolved using steps 4 through 6 of the shooting sequence (Roll to Wound, Saving Throws, Remove Casualties). The one exception is hits from close combat attacks, covered in Close Combat instead.


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