@TRC,
From 40K...
First understand in 40K an enemy rolls to hit the target which is based upon the firing chap's Ballistic Skill (BS). The static number of "7" less your BS determines the number required for a given model 'to hit' a target.
40K SHOOTING BS2 = (7-2) = 5+ to hit BS3 = (7-3) = 4+ to hit BS4 = (7-3) = 3+ to hit BS5 = (7-5) = 2+ to hit
Weapons determine the amount of shots and whether they can be moved and fired. Heavy weapons don't allow move and fire, assault weapons allow you to always fire them, rapid fire weapons fire lots of shots to close targets and one shot to targets further away... etc...
Some armor types (terminators, wraithlords, broadsides, obliterators, etc...) and all bike mounted weapons allow the infantry to move and fire as if stationary due to suspensors, hard point mounts, or the sheer size/gerth of the armor. So these types of infantry troops can move and fire heavy weapons. (yes - broadsides are infantry in core design!)
Then once hits are determined, the offending player must 'wound' the target. The Strength (S) of the weapon is compared to the majority Toughness (T) of the models in the target unit.
If S is 2 less than majority T, then its 6+ to wound per hit If S is 1 less than mjority T, then its 5+ to wound per hit If S and T are the same, its a 4+ to wound per hit If S is 1 higher, then its 3+ to wound per hit If S is 2 higher, then its 2+ to wound per hit
Next, you look at what the ARMOR PENENTRATION (AP) Value of the weapons being fired are. If the AP value equals the target's armor - their armor cannot be used against the shots. So the target would only get cover or invulnerable saves at that point.
No Armor Saves MultiMelta R24" S8 AP1 Lascannon R48" S9 AP2, Heavy1
2+ Terminator Armor Saves Ion Cannon R60" S7 AP3, Heavy3 (3 shots when fired) Battle Cannon R72", S8 AP3, Ordinance1, Blast
2+ or 3+ armor saves allowed Heavy Bolter R36" S5 AP4, Heavy 3 Smart Missle System R24" S5 AP4, Heavy 4 Missle Pods R36" S7 AP4, Assault 2
2+, 3+, 4+ armor saves allowed Bolter R24" S4 AP5, Raid Fire Storm Bolter R24" AP5, Assault 2 (2 shots) Pulse Rifle R30" S5 AP5, Rapid Fire Burst Cannon R18" S5 AP5, Assault 3
Your armor save is what you need (or better) on a single D6 to save a wounding hit.
IG = 5+ armor on line troops, 4+ armor on upgraded troops can use camoline to get better cover saves than many use refractor saves for invulnerable 5+ saves on characters use bionics to gain a invulnerable 6+ save for characters have 1 wound each
Marine Scouts = 4+ scout power armor have 1 wound each
Tau Drones, FW and PF have a 4+ armor Sergents may take shield drones at invulnerable 4+ All have 1 wound each
Tau Stealth Suit Infantry (SSI) have 3+ armor Sergents may take 2 shield drones at invulnerable 4+ SSI have special armor They cannot be seen if you are further than 36" away Enemy rolls 2d6*3 for distance to see if you can spot them SSI have 1 wound each
Tau Crisis Suit Infantry (CSI) have 3+ armor All CSI may have shield generators at invulnerable 4+ All CSI may have 2 shield drones per crisis at invulnerable 4+ All CSI have 2 wounds instead of 1
Tau Broadsides Infantry(BI) have 2+ armor All BI may have shield generators at invulnerable 4+ All BI may have 2 shield drones per crisis at invulnerable 4+ All BI may have 2 wounds instead of 1
Tactical/Assault Space Marines = 3+ power armor characters can take combat shield to give them invulnerable 5+ characters can upgrade to Artificer Armor to make it a 2+ save characters may have bionics - see IG
Terminators = 2+ Tactical Dreadnought Terminator Armor all termy's come with invulnerable 5+ save as well Characters can take a 4+ storm shield invulnerable save characters may have bionics - see IG
_________________ Rob
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