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ShamPow1999
Hellion


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PostSubject: Explosions   Mon Jul 11 2016, 04:36

A question arose in one of the games I played where an Archon with a unit of 3 Grotesques were in a Raider as it blew up. How exactly are wounds taken at this point? Would I roll one separate die for the Archon with T3 and three for the Grots with T5, and then make any armor saves, or roll four dice using majority T5 and then randomly allocate wounds?
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Jimsolo
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PostSubject: Re: Explosions   Mon Jul 11 2016, 05:17

Roll for wounds using majority toughness.

Allocate wounds to the closest model to the explosion first, is how I've always seen it done.
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Dra'al Nacht
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PostSubject: Re: Explosions   Mon Jul 11 2016, 08:10

@Jimsolo wrote:
Roll for wounds using majority toughness.

Allocate wounds to the closest model to the explosion first, is how I've always seen it done.

Note quite. The wounds are randomly allocated as per 'Effect of Damage on Passengers' pg 82.
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Kantalla
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PostSubject: Re: Explosions   Mon Jul 11 2016, 09:49

In your example the procedure would go like this:
1) Roll to wound using majority toughness, with one hit per model
2) Randomly allocate the first wound as the 'nearest model' to the explosion
3) The first model selected then makes saves and Feel No Pain rolls until it is removed as a casualty or the wound pool is exhausted
4) If the Archon was the 'nearest model' then you can Look Out Sir! the wounds to the next 'nearest model', which would also need to be randomly allocated (in your example all the Grotesques are the same so that step wouldn't matter, but might if there was an Aberration or second IC with the unit).
5) If there are still wounds left in the wound pool go back to step 2.

It seems needlessly complex to me, when rolling once for each model could work just as well. However, the rules definitely go with the complex version.

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Count Adhemar
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PostSubject: Re: Explosions   Mon Jul 11 2016, 10:01

Sorry but where are we getting this "nearest model to the explosion" idea? The rules for an Explodes result simply say:

Quote :
The unit suffers a number of Strength 4 AP- hits equal to the number of models embarked. These Wounds are Randomly Allocated.

So our procedure is:

1. Count the number of models in the vehicle
2. Roll to wound that many times vs majority Toughness of the unit
3. Allocate those wounds randomly amongst the models
4. Roll saves etc as normal

What am I missing?

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Kantalla
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PostSubject: Re: Explosions   Mon Jul 11 2016, 10:52

The bit on p35 under Random Allocation:
Quote :
... if a special rule refers to Random Allocation, do the following: randomly determine a model in the unit - that model is treated as being the closest model to the attack and remains so until either the attack ends or the model is slain

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Count Adhemar
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PostSubject: Re: Explosions   Mon Jul 11 2016, 10:59

@Kantalla wrote:
The bit on p35 under Random Allocation:
Quote :
... if a special rule refers to Random Allocation, do the following: randomly determine a model in the unit - that model is treated as being the closest model to the attack and remains so until either the attack ends or the model is slain

Ahh right! I was looking at the section at the start of the book where it says "simply assign a D6 result to each of the things the random selection must be made from, and roll the dice to make your random choice. If you have fewer than six items to randomise between, simply roll again until you roll an assigned number.".

The section from the shooting rules seems unnecessarily complicated to be honest but yes, I agree with the process you wrote earlier.

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Jimsolo
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PostSubject: Re: Explosions   Mon Jul 11 2016, 15:48

@Dra'al Nacht wrote:
@Jimsolo wrote:
Roll for wounds using majority toughness.

Allocate wounds to the closest model to the explosion first, is how I've always seen it done.

Note quite. The wounds are randomly allocated as per 'Effect of Damage on Passengers' pg 82.

Ah. Misread the post, thought we were talking about models next to the explosion.
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