Difference between revisions of "Volley"

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<h2>Volley</h2><ref>Companion Rules v.103: P. 156-158</ref>
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<h2>Volley</h2><ref>TLAoK Core Rulebook v1.5: P. 38-40</ref>
  
A Volley [[Action]] can only be used if the [[Regiment]] has at least one [[Stand]] with the Barrage [[Special Rule]] – otherwise, it doesn’t have a ranged weapon with which to make a Volley.
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A Volley [[Action]] can only be used if the [[Regiment]] has at least one [[Stand]] with the [[Barrage]] [[Special Rule]] – otherwise, it doesn’t have a ranged weapon with which to make a Volley.
  
<h3>Choosing a Target and Line of Sight</h3>
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<h3>Choosing a Target and Line of Sight</h3><ref name="CoreErrata2">Core Rules Errata & FAQ v1.5: P. 2</ref>
  
To take a Volley Action, you must first choose a legal target enemy Regiment. The target must be in range of the Barrage special rule you wish the Regiment to use. The target must also lie within the Regiment’s front arc and also be within [[Line of Sight]].
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In order to check if a Volley Action can be declared, first measure whether any Stand of the target is within [[Line of Sight]] and Barrage Range of at least one Stand of the Volleying Regiment. If you are unable to do that, then the Target Regiment is considered to be outside Los and you may not perform a Volley Action against that Target.
  
<h3>Check for Obscuration</h3>
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<h3>Check for Obscuration</h3><ref name="CoreErrata2" />
  
For each Stand in the front rank of the Volleying Regiment that is in range of the Target, trace a straight line from the centre of that Stand to the centre of any Stand in the Target Regiment. If no Regiments or Obscuring Terrain break this line, that Stand’s Volley is a Clear Shot. If one or more Regiments and/or [[Obscuring Terrain]] break that line, the Stand’s Volley is an Obscured Shot.
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For each Stand in the front rank of the Volleying Regiment, trace a straight line between the center of the Stand’s front facing to the center of any facing of a Stand in the Target Regiment, as described in the section for Line of Sight. If no Regiments or [[Obscuring Terrain]] break this line, that Stand’s Volley is a Clear Shot. If one or more Regiments and/or [[Obscuring Terrain]] break that line, the Stand’s Volley is an Obscured Shot. Note that a Regiment can be targeted if it is in base contact with an enemy, although this will often mean the Volley of one or more Stands might be Obscured.
  
If you cannot trace an unbroken line from at least one Stand in the front rank of the Volleying Regiment to the centre of any Stand in the Target Regiment, the Target is not a legal one as it is outside of Line of Sight. The Regiment must choose another Action or another Target. Note that a Regiment can be targeted if it is in base contact with an enemy, although this will often mean the Volley of one or more Stands might be Obscured.
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<h3>Check for Long Range</h3>
  
<h3>Check for Long Range</h3>
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You’re nearly ready to unleash your Volley. First, however, you need to check if your Regiment is shooting at Long Range. The range given for missile weapons is not their optimal range, but their maximum range – beyond a certain point, hits are possible, but much harder to achieve. To represent this, if the distance between each Stand of your Regiment and the target is more than half the range of your Regiment’s Barrage special rule, the number of Shots (the number of dice) count as Obscured. Note that some Stands in a Regiment may be Obscured while others don’t depending on the distance. A Stand can only be Obscured once (e.g. Long Range and Obscuration will only lead to half shots and will not be halved again). Stands that find the Target outside their Barrage Range contribute no dice.<ref name="CoreErrata2" />
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<h3>Determine the Number of Shots</h3><ref>Core Rules Errata & FAQ v1.5: P. 3</ref>
  
You’re nearly ready to unleash your Volley. First, however, you need to check if your Regiment is shooting at Long Range. The range given for missile weapons is not their optimal range, but their maximum range – beyond a certain point, hits are possible, but much harder to achieve. To represent this, if the distance between each Stand of your Regiment and the target is more than half the range of your Regiment’s Barrage special rule, the number of Shots (the number of dice) count as Obscured. Note that some Stands in a Regiment may be Obscured while others don’t depending on the distance. A Stand can only be Obscured once (e.g. Long Range and Obscuration will only lead to half shots and will not be halved again).
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Each Stand on the first rank fires a number of Shots equal to the X in the Barrage X Special Rule, multiplied by the number of Models on the Stand. In this way, a Stand’s Shots diminish as it suffers casualties. An undamaged Infantry Stand with Barrage 1 would fire 4 shots.
  
<h3>Determine the Number of Shots</h3>
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To calculate the total number of Shots, first calculate the total dice contributed by all the Stands making an Obscured Shot and halve that number (by rounding fractions up). Then, calculate the total dice contributed by all the Stands making Clear Shots, and add those to the previous total. Finally, add 1 die for each Supporting Stand.
  
Each Stand making a Clear Shot fires a number of Shots equal to the X in the Barrage X Special Rule multiplied by the number of Models on the Stand. In this way, a Stand’s Shots diminish as it suffers casualties. An undamaged Infantry Stand with Barrage 1 would fire 4 shots. Each Stand making an Obscured Shot fires a number of Shots equal to the X in the Barrage X Special Rule multiplied by half the number of Models on the Stand (rounded up). Stands in any rank other than the first each contribute a single shot.
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<i>For example, an Infantry Regiment with the Barrage 1 Special Rule might have: 2 Stands making Obscured Shots, 1 Stand making Clear Shots, and 1 Supporting Stand. They would add 4 dice for the 2 Stands making Obscured Shots, 4 dice for the Stand making Clear Shots, and 1 dice for the Supporting Stand, for a total of 9.</I>
  
 
<h3>Rolling to Hit</h3>
 
<h3>Rolling to Hit</h3>
  
 
Roll a number of dice equal to the Shots being fired.
 
Roll a number of dice equal to the Shots being fired.
Any die that is less than or equal to your Regiment’s Volley [[Characteristic]] is a Hit. Any die that is greater than your Regiment’s Volley Characteristic is a Miss.
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Example: Your 3-Stand Regiment of Longbowmen (Volley 2 and Barrage 1) are Volleying at an enemy Regiment, for a total of 12 Shots. You roll 12 dice. Any result of 1 or 2 is a Hit. Any result of 3 or more is a Miss. Should the Volley Characteristic of the Acting Regiment’s Stand be 6 and above, that Stand gains the [[Rapid Volley]] Special Rule.<ref>Amendments & FAQ v.103: P. 2</ref>
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Any die that is less than or equal to your Regiment’s Volley [[Characteristic]] is a Hit.
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Any die that is greater than your Regiment’s Volley Characteristic is a Miss. Should the Volley Characteristic of the Acting Regiment’s Stand be 6 and above, that Stand gains the [[Rapid Volley]] Special Rule.
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<i>Example: Your 3-Stand Regiment of Longbowmen (Volley 2 and Barrage 1) are Volleying at an enemy Regiment, for a total of 12 Shots. You roll 12 dice. Any result of 1 or 2 is a Hit. Any result of 3 or more is a Miss. Should the Volley Characteristic of the Acting Regiment be 6 and above, every roll of 1 inflicts 2 Hits instead.</i>
  
 
<h3>The Defence Roll</h3>
 
<h3>The Defence Roll</h3>
  
 
Now, your opponent rolls a number of dice equal to the number of Hits.
 
Now, your opponent rolls a number of dice equal to the number of Hits.
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Any roll that is less than or equal to their Regiment’s Defence Characteristic or is less than or equal to the Regiment’s Evasion Characteristic is a successful Injury Roll – the Regiment’s armour or reflexes have saved them on this occasion.
 
Any roll that is less than or equal to their Regiment’s Defence Characteristic or is less than or equal to the Regiment’s Evasion Characteristic is a successful Injury Roll – the Regiment’s armour or reflexes have saved them on this occasion.
  
 
Any roll that is greater than both their Regiment’s Defence Characteristic and its Evasion Characteristic is a failed Injury Roll and causes a Wound.
 
Any roll that is greater than both their Regiment’s Defence Characteristic and its Evasion Characteristic is a failed Injury Roll and causes a Wound.
Note that you only make one roll, which is compared to both the Defence Characteristic and Evasion Characteristic (see page 165 for examples of Injury Rolls).
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Note that you only make one roll, which is compared to both the Defence Characteristic and Evasion Characteristic (see page 47 for examples of Injury Rolls). Also note that the Injury Roll is an exception to the rule that any die roll of ‘1’ is an automatic success. If your Regiment has a Defense and Evasion of 0 (or has its Characteristics reduced to 0 by a Special Rule), it cannot pass an Injury Roll.
  
 
<h4>Remove Casualties & Morale</h4>
 
<h4>Remove Casualties & Morale</h4>
  
Tally up the number of Wounds into a Wound Pool, and proceed to Removing Casualties (see page 172). Note that Wounds suffered from a Volley do not cause Morale Tests.
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Tally up the number of [[Wounds]] into a [[Wound Pool]], and proceed to [[Removing Casualties]] (see page 54). Note that Wounds suffered from a Volley do not cause [[Morale]] Tests.
  
== SOURCES ==
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== Sources ==
 
[[Source Materials]]
 
[[Source Materials]]
 
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Latest revision as of 20:55, 26 September 2021


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Source Materials

Volley

[1]

A Volley Action can only be used if the Regiment has at least one Stand with the Barrage Special Rule – otherwise, it doesn’t have a ranged weapon with which to make a Volley.

Choosing a Target and Line of Sight

[2]

In order to check if a Volley Action can be declared, first measure whether any Stand of the target is within Line of Sight and Barrage Range of at least one Stand of the Volleying Regiment. If you are unable to do that, then the Target Regiment is considered to be outside Los and you may not perform a Volley Action against that Target.

Check for Obscuration

[2]

For each Stand in the front rank of the Volleying Regiment, trace a straight line between the center of the Stand’s front facing to the center of any facing of a Stand in the Target Regiment, as described in the section for Line of Sight. If no Regiments or Obscuring Terrain break this line, that Stand’s Volley is a Clear Shot. If one or more Regiments and/or Obscuring Terrain break that line, the Stand’s Volley is an Obscured Shot. Note that a Regiment can be targeted if it is in base contact with an enemy, although this will often mean the Volley of one or more Stands might be Obscured.

Check for Long Range

You’re nearly ready to unleash your Volley. First, however, you need to check if your Regiment is shooting at Long Range. The range given for missile weapons is not their optimal range, but their maximum range – beyond a certain point, hits are possible, but much harder to achieve. To represent this, if the distance between each Stand of your Regiment and the target is more than half the range of your Regiment’s Barrage special rule, the number of Shots (the number of dice) count as Obscured. Note that some Stands in a Regiment may be Obscured while others don’t depending on the distance. A Stand can only be Obscured once (e.g. Long Range and Obscuration will only lead to half shots and will not be halved again). Stands that find the Target outside their Barrage Range contribute no dice.[2]

Determine the Number of Shots

[3]

Each Stand on the first rank fires a number of Shots equal to the X in the Barrage X Special Rule, multiplied by the number of Models on the Stand. In this way, a Stand’s Shots diminish as it suffers casualties. An undamaged Infantry Stand with Barrage 1 would fire 4 shots.

To calculate the total number of Shots, first calculate the total dice contributed by all the Stands making an Obscured Shot and halve that number (by rounding fractions up). Then, calculate the total dice contributed by all the Stands making Clear Shots, and add those to the previous total. Finally, add 1 die for each Supporting Stand.

For example, an Infantry Regiment with the Barrage 1 Special Rule might have: 2 Stands making Obscured Shots, 1 Stand making Clear Shots, and 1 Supporting Stand. They would add 4 dice for the 2 Stands making Obscured Shots, 4 dice for the Stand making Clear Shots, and 1 dice for the Supporting Stand, for a total of 9.

Rolling to Hit

Roll a number of dice equal to the Shots being fired.

Any die that is less than or equal to your Regiment’s Volley Characteristic is a Hit.

Any die that is greater than your Regiment’s Volley Characteristic is a Miss. Should the Volley Characteristic of the Acting Regiment’s Stand be 6 and above, that Stand gains the Rapid Volley Special Rule.

Example: Your 3-Stand Regiment of Longbowmen (Volley 2 and Barrage 1) are Volleying at an enemy Regiment, for a total of 12 Shots. You roll 12 dice. Any result of 1 or 2 is a Hit. Any result of 3 or more is a Miss. Should the Volley Characteristic of the Acting Regiment be 6 and above, every roll of 1 inflicts 2 Hits instead.

The Defence Roll

Now, your opponent rolls a number of dice equal to the number of Hits.

Any roll that is less than or equal to their Regiment’s Defence Characteristic or is less than or equal to the Regiment’s Evasion Characteristic is a successful Injury Roll – the Regiment’s armour or reflexes have saved them on this occasion.

Any roll that is greater than both their Regiment’s Defence Characteristic and its Evasion Characteristic is a failed Injury Roll and causes a Wound.

Note that you only make one roll, which is compared to both the Defence Characteristic and Evasion Characteristic (see page 47 for examples of Injury Rolls). Also note that the Injury Roll is an exception to the rule that any die roll of ‘1’ is an automatic success. If your Regiment has a Defense and Evasion of 0 (or has its Characteristics reduced to 0 by a Special Rule), it cannot pass an Injury Roll.

Remove Casualties & Morale

Tally up the number of Wounds into a Wound Pool, and proceed to Removing Casualties (see page 54). Note that Wounds suffered from a Volley do not cause Morale Tests.

Sources

Source Materials

  1. TLAoK Core Rulebook v1.5: P. 38-40
  2. 2.0 2.1 2.2 Core Rules Errata & FAQ v1.5: P. 2
  3. Core Rules Errata & FAQ v1.5: P. 3



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