The Shooting Phase Sequence

Nominate a unit to shoot with, then choose an enemy unit for it to shoot at. Once the target's declared, resolve the shot using the steps below, then move on to the next unit that wants to shoot, repeating until every eligible unit has fired.

  1. Nominate Unit to Shoot
  2. Choose a Target -- check the shooter can see the target, and that the target is in range.
  3. Roll to Hit -- apply any shooting modifiers.
  4. Roll to Wound
  5. Take Saving Throws
  6. Remove Casualties

During the Shooting phase, a model armed with a missile weapon can make a single shooting attack with it. A model that marched, reformed, or rallied this turn can't shoot, nor can one that made a failed charge, is fleeing, or is fighting in close combat.

Who Can Shoot?

A successful shooting attack takes preparation -- most weapons need time to load or aim -- so a model must have had a fairly uneventful Movement phase to shoot at all. The most common reasons a model can't shoot: it marched (weapons shouldered, ammunition secured while advancing); it rallied or declared a charge; it's fighting in close combat; it's fleeing (rather more concerned with survival); or a spell or special rule specifically prevents it.

This isn't an exhaustive list -- other situations will come up due to spells, army special rules, and the like, explained by whichever rule causes them.

What Is a Missile Attack?

A missile attack is any attack made at range during the Shooting phase -- ordinary weapons like bows, template weapons, and magic missiles all count. Direct damage spells and magical vortexes do not.


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