Once both sides have completed their movement, it’s time for the Shoot Phase. In this phase, models from both sides can shoot their bows, crossbows, or other ranged weapons.
Shoot Order
The player who has Priority resolves all their shooting first, followed by their opponent. A player can shoot with their models in any order.
Different kinds of weapons have varying ranges, some shoot further than others, while some are harder hitting and more dangerous. Wargear profiles for ranged weapon are displayed in the following format: Name: Range", Strength, Movement Penalty, Special Rule Keywords.
Example: Short Bow: 24", Strength 2, No penalty [Arc]
This weapon is a Short Bow, with Strength of 2 when considering the wound roll, this weapon allows for full movement, and it uses the [Arc] special rules according to the keyword.
We will explain what each of these mean in the relevant sections below.
2) Can It See?
To determine if a model can shoot, draw a straight line from any point on its base to any point on the target’s base. You can use a ruler, string, or tape measure to do this.
If there is at least one clear line between the shooter and the target that doesn’t cross any terrain, model bases (not the model itself), or other non-model obstructions, the shot may be taken without penalty.
If no clear line can be drawn without crossing over terrain or these other obstructions, then refer to the In the Way rules.
If a model is raised by terrain to a height of over 3", it may ignore all model bases when determining if anything is In the Way. Terrain and other non-model obstructions are still considered as normal.
If a model's base is touching a terrain piece, it may ignore that specific terrain piece when determining whether anything is In the Way.
Some terrain may completely block line of sight or provide cover depending on its type (see the Terrain Glossary for details).
3) Rolling Ranged Attacks
In Dwethia Skirmish, scoring a wound from a ranged weapon requires a ranged attack roll by comparing the Perception of the shooter and the Strength of their weapon to the Defense of the target.
Add the shooters Perception to the strength of the attack (for ranged, this is the strength of the projectile weapon from its wargear profile or the strength of the spell listed) and compare this to the target’s defense.
If the Strength of the attack is less than the defense of the target, the wound roll is made on a 3+.
If the Strength is double or higher, the wound roll is made on a 2+.
If the Strength is less than half of the defense of the target, the wound roll is made on a 5+.
If the Strength is half or lower, the wound roll is made on a 6+.
If Strength and Defense are equal, the wound roll is made on a 4+.
Special Rules:
Some special rules may cause a successful Hit roll to be modified or negated. Check any relevant special rules or abilities and resolve them before determining whether to move on to the wound roll.
Behemoth: If the Defense of the target is Triple the Strength of the weapon then no roll can be made.
If the attack is a spell, this rule does not apply.
Cover: A target in cover can reduce the perception of the shooter. Check the terrain rules for details.
Long Distance: Any Target greater that 12" away receive Cover +1. This will stack with any terrain or cloak based cover.
Saves: Some items such as shields can grant a save from the attack.
Shield: If a target of a shot has a shield or is within coherency and range 2 of an ally with a shield, the target may their integrity to their defense for the ranged attack roll comparison.
Ignore Wounds: Some models, such as Champions of the void, may ignore wounds through special rules, follow these rules as stated. Repeat this process until no more models with applicable special rules remain in the fight, at which point any remaining wounds are distributed as normal.
If a model has 1 Wound in its characteristic profile, it is slain if it suffers a wound. A slain model is then removed from the game as a casualty at the end of both players' shooting phases.
If the shot fails to inflict a wound, the target remains unharmed.
Multiple Ranged Weapons:
Some models may have multiple ranged weapons. They can only shoot with one weapon in the shooting phase unless some special rule would allow for shooting with an extra weapon.
Multiple Shots:
Some Heroes can shoot more than once in the Shooting phase. If a Hero has multiple shots, all shots must be resolved before moving on to shoot with another model. The player can shoot at the same target or change targets with each shot.
Multiple Wounds:
Heroes and larger creatures may have more than 1 Wound. If a model has multiple wounds, record its current Wounds value. For example, a model with 2 Wounds will take two hits to be slain, and so on. When the model loses its last wound, it is removed from the tabletop according to the rules of the phase.
Moving & Shooting
Some weapons require that models must give up some of their permitted movement to shoot in the Shoot phase:
Half Movement Penalty:
If a model moves further than half of its maximum move distance, it cannot shoot that turn. For example, a model with a 6" move cannot shoot if it moves further than 3".
Full Movement Penalty:
Some weapons require the model to give up its entire movement to shoot. A model cannot move and then shoot in the following phase if it has such a weapon.
No Movement Penalty:
Some weapons have no movement penalty, meaning the model can move its entire permitted distance and still shoot.
Note: If the model moves through difficult terrain, it must still give up half of its remaining move to shoot. For example, if a model with a 6" move moves over terrain that reduces its movement by half (3"), and it has a weapon with a half-penalty, its movement would be further reduced to 1.5" if it wishes to shoot.
Shooting and Coherency
When selecting a target that is within Coherency of allied models, the player controlling the unit may choose which unit is the target of the attack. This can represent units using tactics such as a shield bearer raising a shield to protect an ally.
Shooters in Combat
Models engaged in hand-to-hand combat cannot shoot in the same phase. They are already busy with melee attacks during the Fight phase.
Some weapons may alter this rule with special rules such as the [Light] keyword.
Targets in Combat
Some factions may not allow shooting at enemies already engaged in close combat, even if the shot is clear. Some factions may allow players to attempt this shot at the risk of hitting an ally (this count's as In the Way see rules below). Always check faction rules for specific limitations or permissions.
Roll a dice to determine which side of the combat is hit:
On a 1, 2, or 3, the shot hits a friendly model and the attacker must now roll against their own models.
On a 4, 5, or 6, the shot hits the intended target.
If the shot hits a friendly model, and there are two or more of the model's warriors in coherency, you must choose which model is the target.
In the Way!
If a model or object is in the way of the shooter’s line of sight, it could block the shot or deflect it. If the view is partially obscured by another model or terrain, there is a chance the shot will hit the obstruction instead of the target, reduce the perception of the attack by 1 for each object in the way.
Friendly Models in the Way:
Some factions cannot shoot at a target if another allied model is in the way. Some factions, however, can shoot even if another allied model is in the way.
Shooting from Cover
A model shooting from behind cover is allowed to shoot so long as it can see over or around the cover or is touching the terrain feature that provides cover however the model must be touching the cover and its terrain keyword must allow shooting from Cover (see Terrain Glossary).
Shooting from Behind Friends
If a model is shooting from behind a friendly model, it isn’t considered to be in the way of the shot as long as the shooter is in coherency of the friendly model.
Advanced Shooting Rules
Some shooting weapons have special key words that indicate they follow special rules that break the established shooting rules.
[Quick Shot] These weapons fire faster than arrows and other standard projectiles and when they hit, they kill instantly. When a model is slain from a wound caused by a Quick Shot weapon, remove that model even if it hasn't had a chance to shoot in the shooting phase.
[Arc] Some weapons can lob their projectiles further by sacrificing accuracy. Weapons with the Arc key word can triple their range, they no longer require line of sight on the target. However the Perception for these shots is always treated as 0.
[Blast #] Some weapons cause explosive damage. When a Blast weapon hits a target, roll one wound for each model touching the base of the target, extending outward in rows up to the number specified. If the defending player has any shields within the affected unit, they may roll saves for all the wounds, as the affected models huddle behind their shielded ally for cover!
The target chosen by the attacker is the center of the explosion, and this target does not change. However, the defender may assign saves to any affected models within Range 2 (models touching the target, or touching those who are).
Example: A Blast 1 weapon rolls wounds against each model touching the base of the target. A Blast 2 weapon rolls wounds against those models as well as any models touching their bases.
[Light] Light weapons can be shot in the shooting phase and still allow units to fight in the subsequent fight phase. Light weapons can also be fired while their bearers are engaged in combat.