Shooting and shooting procedure
Step-by-step procedure for shooting at opposing forces.Many actions allow a formation to shoot at some point. To work out the effects of a shooting attack, do the steps in this section in order:
Example sequence for shooting
The Space Marine player is active and is conducting an Advance action with a formation of four Space Marine Devastator units. He has just completed the 'move' part of the action to get within range of the enemy and may now attempt the 'shoot' part of the action. He decides to target a nearby Ork warband.
The Space Marine player checks the conditions and determines that plenty of units in the target Ork warband formation are within range and line of fire (and weapon fire arc) of all four Devastator units. This means that all four Devastator units may shoot (since there are there are no Blast markers to suppress them).
The active player places a Blast marker on the Ork warband for 'coming under fire'.
The four Devastator units in the shooting formation each have two missile launchers (stated on their datasheet). This makes for a total of eight shooting attacks.
All the units in the target formation are infantry, so the attacking player chooses use the missile launchers' AP value, which is AP5+.
There are no to hit modifiers in this instance, so he simply needs scores of 5+ to hit. He rolls eight dice, scoring 1, 2, 2, 4, 4, 5, 6 and 6 — a total of three hits.
The nearest three units in the target formation are all Ork Boyz stands, so the Ork player must allocate a hit to each of these.
The Ork Boyz have an armour save of 6+, and as they are in open ground there is no cover save that the Ork player could choose instead.
The Ork player rolls three dice (one for each hit). He fails to roll any 6s, so none of the three Ork Boyz units are saved and they are destroyed — as the Space Marine player hoped!
The Ork player removes the three destroyed units from the play area, as casualties.
The players place a further three Blast markers on the warband — one for each casualty inflicted.
The Ork warband now has a total of four Blast markers. It has more than four units remaining, so this is not enough to break the warband. The shooting is complete.
Q. Can I withhold shooting for later in the turn?
A. No. Where the action you declare for your formation allows units to shoot, you either shoot with those units as the rules direct you for that action or you forfeit the opportunity to shoot this turn.