If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. A hit roll can never be modified by more than -1 or +1. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. If not, the attack fails and the attack sequence ends. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. When a model makes an attack, make one hit roll for that attack by rolling one D6. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.īlast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks.For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks.In addition to the normal rules, the following rules apply to Blast weapons: Some weapons have ‘Blast’ listed in their profile’s abilities.