Yes, and a very interesting one at that!
Not that I care much about TGB itself, but I think this change can be used to understand how close combat is supposed to work. And if we can solve that mystery, then I may get a renewed interest in this ruleset.
One of my previous reasons for believing attack dice were resolved one at a time was that TGB (the only other 'normal' source of multiple simultaneous attacks) was explicitly resolved sequentially.
But now, I understand TGB is supposed to be resolved this way:
Not that I care much about TGB itself, but I think this change can be used to understand how close combat is supposed to work. And if we can solve that mystery, then I may get a renewed interest in this ruleset.
One of my previous reasons for believing attack dice were resolved one at a time was that TGB (the only other 'normal' source of multiple simultaneous attacks) was explicitly resolved sequentially.
But now, I understand TGB is supposed to be resolved this way:
- Hit roll #1 (H1) and Hit roll #2 (H2) are rolled simultaneously (the result of H1 cannot influence H2, and vice versa)
- The first hit is resolved:
- Wound roll #1 (W1)
- Save roll #1 (S1)
- Injury roll #1 (I1)
- Lasting Injury roll #1 (L1)
- the second hit is resolved:
- Wound roll #2 (W2)
- Save roll #2 (S2)
- Injury roll #2 (I2)
- Lasting Injury roll #2 (L2)
- Flesh wounds: if the targets gets a FW as the result of I1, then W2 may become easier as a result.
- Overkilling the target: if hits are resolved in sequence and an OoA fighter is immediately removed from the battlefield, then I believe every unresolved hit is lost. That means CGC cannot abuse Sever to mince everyone to death (they still get up to 2 automatic OoA results though) and Slaughterborn won't get them to lightning speed that fast.
- Displacer field: the displacing happens when the save is made so after every hit roll has been resolved. It may take the fighter OoA before every hit roll is resolved (if they are displaced off a platform)
- Knockback: knockback happens on the hit roll and those are simultaneous. The target is knockbacked 1" for each hit roll equal to or greater than their Strength (or suffers a hit for each inch they can't fully move), if they were in b2b contact prior to the attack, the attacker next gets the opportunity to be moved into b2b with the target again ( assuming no barricade is in the way — doesn't work at range with Versatile) but it's all or nothing, you can't choose to move only 1" towards the target if they were knocked-back twice or more. Whether or not the attacker chooses to follow-up, it doesn't affect the way hit are resolved.
- Concussion: also happens on hit so may or may not be applied before knockback (if the target is knocked-back off a platform and has to pass an I check). I vote it does because it's funnier (and more fluffy) this way. Definitely happens before displacer field.
- Melta/Sever: if you use one weapon with an 'auto OoA' trait alongside a weapon that doesn't have such trait against a multi-wound target, then the order hits are resolved is important as the auto-OoA wound may be 'lost' reducing the target's Wounds. I guess the attacking player choosing the order hits are resolved makes the most sense?
- Rad-phage: it's still a little unclear. RAW, if you are attacked with two Rad-phage weapons, you could end up with 2 FW. One could also resolve all the hits from a Rad weapon first and claim the FW is applied before hits from other weapons are resolved. I think the target is only supposed to get 50% chance of 1 FW at the very end of the attack sequence if they were hit with at least 1 Rad-phage weapon. YMMV.