Redditch Tabletop Gamers Forum

Full Version: Bolt Action - RULES CLARIFICATIONS & REMINDERS
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Shooters and Non-Shooters: A unit (squad) can only direct its fire at one target*. Once a firing unit declares its target, the individual models in the unit then check to see if they are in range or not, this then determines on a model-by-model basis the shooters and non-shooters (there may be other models that are classed as non-shooters because they are fulfilling the role of loaders, etc.).

*Exception is one-shot anti-tank weapons (see page 50). They can use 'Dividing Fire' (see page 35) to shoot at a vehicle even when the rest of the unit is shooting at a different target.

Shooting Modifiers: Shooting modifiers are applied on an individual shooter/model basis (see page 36 - Long Range that refers to 'some shooters' and point blank refers to shooters within 6").

For example, we might have a 10 model unit of German infantry with an 'Advance' order moving in single file along a riverbank towards a target unit. 2 models with rifles complete their move at 5" and 6" away from the target and gain a +1 Point Blank modifier (PB), the NCO with SMG comes next 7" away, he is over half range for his 12" SMG and gets a -1 long range (LR) penalty. At 8" and 9" away is the LMG and loader under 1/2 range so no mods, then the next 3 riflemen are at 10, 11, 12" under 1/2 of their 24" range so no mods, but the last 2 men with Assault Rifles are 13 and 14" away = LR and -1 mod. In addition, because they moved and fired the entire unit (except those models with Assault weapons) suffers a -1 to hit movement (MV) modifier - so the SMG and 2 x assault rifles are not affected.
We end up (starting nearest to target) with closest 2 rifles on +1 (PB) -1 (MV) = 0, NCO on -1 (LR) (-1 MV negated) = -1, LMG on -1 (MV), 3 rifles on -1 (MV), and 2 x assault rifles on -1 (LR) (-1 MV negated). The SMG and assault rifle each fire 2 shots and the LMG 4 shots, so in total we have 13 shots at -1 mod, plus 2 shots at 0 mod.


Exceptional Damage: There are two parts to shooting; (i) roll to hit - for example, we determine we have 3 shooters hitting on 5+, we roll 4, 5, 6 = 2 hits. The target unit receives 1 pin; (ii) The firer now rolls 2 dice (for the 2 hits) to wound. For example, if the target is veteran infantry then he wounds on 5+, if at this stage when rolling to wound a 6 is rolled this may may become 'Exceptional Damage'. Let us say in our example the firer now rolls a 5 and a 6 to damage, this means 2 wounds (5+) are inflicted and the owner of the target unit chooses which 2 models to remove. However, every 6 rolled can be re-rolled and if a further 6 is rolled it becomes an 'Exceptional Damage' shot and the owner of the firing unit chooses which enemy model is removed - he might remove the NCO or machine gunner, etc.[/b]

Nigh Impossible Shots >6 to hit: If (as an example) a rifleman shooter is at -1 for LR, -1 for MV, -2 for target under heavy cover, then a total -4 mod on his normal 3+ to hit roll means he needs a 7+ to hit. In this case he must roll a 6, re-roll it and get another 6 to achieve a 'nice shot' hit. (see page 37). Pin markers on the firing unit act as negative to hit mods, so this 'nice shot' requirement can soon come into force.