The only mention I have found where you are told to roll hits sequentially is in the stray shot rule. This is required if you shoot rapid fire, then your multiple shots can potentially drop many targets, and would otherwise all hit one target.
the attacking player makes an Injury roll by rolling a number of Injury dice equal to the attacking weapon's Damage characteristic, and resolving each dice as follows
6. Resolve Hits
Each attack that scores a hit is resolved as described on page 70.
That's how I read it initially, but then I realized that resolving one hit completely before the next could lead to the Wound roll for the second hit being altered by the Injury roll of the first one (if the first hit results into a flesh wound, the target's Toughess characteristics is reduced). This doesn't feel right either as it prevents fast rolling.This indicates that each hit is handled separately, right? The Inflict Damage section speaks to a single weapon hit, but it might just be reading into the language a bit.
Good point, I don't think it's intended that way.That's how I read it initially, but then I realized that resolving one hit completely before the next could lead to the Wound roll for the second hit being altered by the Injury roll of the first one (if the first hit results into a flesh wound, the target's Toughess characteristics is reduced). This doesn't feel right either as it prevents fast rolling.
I think that the Lasting injury rules do care whether the multiple OoA results come from the same Injury roll or not. If I'm correct, D1x3 cannot provoke multiple lasting injuries, but D3x1 can.D3x1 is different from D1x3 in the number of injury rolls made, but they are not resolved differently.
I don't dispute that they are made at the same time.In all other instances all hit rolls, wound rolls, armour saves and injury rolls are each made at the same time in that order.
Let me quote it once again then (that's from the new rulebook, of course):I haven’t yet got the new rulebook but unless true grit has been updated it doesn’t work with how injury rolls are calculated. It still referenced reducing the number of injury dice compared to the weapons damage characteristic which was erratad out ages ago.
It assumes the target only has 0 or 1 Wound left, but it's otherwise correct.True Grit said:When making an Injury roll for this fighter, roll one less Injury dice (for example, a Damage 2 weapon would roll one dice). Against attacks with a Damage 1, roll two dice — the player controlling the fighter with True Grit can then choose one dice to discard before the effects of the other are resolved
This rule is only used when a single Injury roll results in multiple OoA results.If an Injury roll results in more than one Out of Action result, a separate roll for each is made on the Lasting Injuries table and each result is applied.
I don't know how you are supposed to do it, but I know it is necessary to do so. I've already provided several scenarios above where the end result changes depending on the order damage is applied.How would you pick which weapons damage is resolved first?
The Ambot has a Sidearm with Melta, so Melta can be an issue in CC. Also, Pulverize has a similar problem.Melta isn't on any CC weapons as far as I can tell so wouldn't cause an issue in close combat. In the resolve hits stage, you would have inflicted one wound for each weapon, as each definitely hit. You would then get one auto injury dice, plus two additional dice for the extra 2D. Three injury dice total, all rolled together (potentially giving 3 OOA results).