N18 Resolving close quarters hits from multiple weapons

tlove

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Oct 2, 2024
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Hey hivescum,

Trying to resolve a question I have about multiple weapons used in CC, I either am missing the ruling or Im not sure the syntax to search.

I'll use the Malstrain Genestealer as my example as that's what brought up this query;

Here's the weapon profiles;
WeaponRg SRg LAc SAc LSAPDAmTraits
Razor-sharp claws-E--S+1-12-Melee, Rending
Venomous bite-E----2--Melee, Toxin

With an attack stat of 3 +1 for charge +1 for dual melee weapons we get 5, a 3-2 splt. Would you run through one weapon at a time or both together?
Running through the Venomous Bite first could reduce the toughness making the claws hit easier or does toughness not change for the entire fight sequence?


Thanks!
 
RAW each attack is resolved fully before the next attack is resolved fully.

Whenever a successful Hit roll is made against a model, there is a good chance that hit will cause that model to suffer a degree of damage. Determining how badly damaged a model is and what the effects of that damage are differs between fighter and vehicles.

When a fighter suffers a Hit, follow this sequence:
1. Make a Wound Roll
2. Make a Save Roll
3. Inflict Damage

Core Rulebook page 124
 
That said I sill batch roll the Hit rolls. Technically you should do these individually, but who has time for that?
 
As far as the optimal order for your attacks I'd look at the toughness breakpoints for the attacks.
 
As far as the optimal order for your attacks I'd look at the toughness breakpoints for the attacks.
Thank you for your response, would you say the toughness value would change between the weapon split or would it be locked to the initial toughness untill the sequence is resolved
 
Yes, each hit is fully resolved individually before the next hit occurs. Therefore, the toughness value might change between hits due to Flesh Wounds etc.
 
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e.g.

You have a 3-2 split in your example. Let's say we're using 3 attacks for the claws and 2 for the bite. You would do the following:

  1. Choose the weapon, let's say we choose the bite.
  2. Make the hit rolls for each attack separately using the following sequence:
    1. Make the Hit roll.
    2. Make the Wound roll (if the hit roll is successful)
    3. Make a Save Roll (if applicable)
    4. Inflict Damage (if wound roll was successful and save roll failed)
    5. Roll Injury dice and apply the result (if reduced to zero wounds or using toxin)
    6. Return to inner "1" if you have more attacks to resolve with this weapon.
  3. Return to outer "1" if you have another weapon to attack with.
 
Last edited:
e.g.

You have a 3-2 split in your example. Let's say we're using 3 attacks for the claws and 2 for the bite. You would do the following:

  1. Choose the weapon, let's say we choose the bite.
  2. Make the hit rolls for each attack separately using the following sequence:
    1. Make the Hit roll.
    2. Make the Wound roll (if the hit roll is successful)
    3. Make a Save Roll (if applicable)
    4. Inflict Damage (if wound roll was successful and save roll failed)
    5. Roll Injury dice and apply the result (if reduced to zero wounds or using toxin)
    6. Return to inner "1" if you have more attacks to resolve with this weapon.
  3. Return to outer "1" if you have another weapon to attack with.

Thank you for the example it's made it very clear. Alot more potent threat than I had thought initially, cheers!
 
Each Attack dice is used to make a Hit roll. A Hit roll is a Weapon Skill test made against the WS of the attacking fighter. Roll separately for each different weapon being used by the fighter and/or for different targets.

Core Rulebook page 121
Thinking further you probably can probably batch roll the hits for a weapon type as it won't influence the result, but you still resolve the "wounds" in sequence.

This is typically what I do. One to save time, two because it's more fun to roll a handful of dice.