To-Wound Rolls

(Rule)
Description: If an attack has a Strength value, it must wound the target to have a chance to harm it. To make a to-wound roll, roll a D6 for each hit. The difference between the Strength of the attack and the Resilience Characteristic of the defender determines the needed roll to wound the target (see table table/to-wound_table).

A natural roll of ‘6’ will always succeed and a natural roll of ‘1’ will always fail. The player whose attack inflicted the hit makes a to-wound roll for each attack that hit the target. A successful to-wound roll causes a wound; proceed to Armour Saves and Armour Modifiers.

If the attack does not have a Strength value, follow the rules given for that particular attack.



Strength minus Resilience : Needed roll
to wound

2 or more : 2+
1 : 3+
0 : 4+
-1 : 5+
-2 or less : 6+


To-wound table.


../pics/attack_procedure.texFlowchart of the steps from an attack to a potential casualty.