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CRITICAL HITS
To add more fun to the game, if both you and the other player agree, if you roll а б on the dice when you hit, you might inflict what's called
a critical hit on the enemy unit. To work out if the hit is a critical you make a second roll, if this second shot also hits the target
then you have scored a critical hit. So, if you needed a 4 to hit with the first roll but rolled a 6, then on the second roll all you would
need to score a critical hit is to roll a 4. If your second roll isn't high enough then your shot is still a hit, just not a critical.
A critical hit means that you score double the amount of damage you would normally cause. With a critical you've managed to hit the enemy
unit straight in a weak spot, such as its engine or maybe even some ammunition. So, if you would usually do 6 points of damage with a normal
hit you score 12 points with a critical.
Critical hits can only happen in real or virtual shooting and never happen in ramming and fighting (described later).
REAL WEAPONS
In the case of real weapons you don't need to roll to see if the shot hits, because you can see that with your own eyes. If you fire the
weapon yourself and you hit the enemy unit then the enemy unit is hit just as though you'd rolled the correct number on a dice. The bonus
of doing real shooting is that you don't have to trust to the luck of the dice as you rely on your own skill instead!
If you knock the enemy unit over when you hit it with your shot then the damage caused is doubled. Also, when the unit is next used it must
spend its entire go getting back on its feet and cannot move, shoot or fight. Because a vehicle has been knocked over it is vulnerable and all
damage it suffers from any other hits are doubled.
If you're shooting a real weapon at troopers and you hit several different troopers then they all count as being hit by the same shot! Record
damage on each trooper as normal. We'll talk about troopers later.
SHOOTING PRACTICE
It can be difficult at first to aim the real weapons but if you practice before a battle you'll get much better at it so that when you do come
to shoot for real you'll have more chance of hitting. Remember, practice makes perfect.
WHAT A HIT DOES
When a unit is hit it suffers damage, such as dents and scratches, but it can also suffer more serious problems like pieces blowing off! It
all depends on the amount of damage the weapon causes. A unit's armour is reduced by the amount of damage it suffers when hit. You can see
the unit's armour on the unit sheet, at the bottom.
For each point of damage the unit takes, slide the plastic marker on the unit sheet across 1 place. When you run out of armour points the unit
is destroyed! Tip it over to show that it can't take any more part in the battle. It then becomes something that troopers or vehicles can use
as cover.
At certain intervals damage to a vehicle's armour will reduce its resource points which can limit what it does. While the unit's armour is in
the green zone it is healthy, maybe it has had a few dents but it is still in good shape. When you move the marker into the yellow zone the
unit is getting into trouble and it cannot move and shoot as well as it could before. If the unit gets into the red zone then it is very badly
damaged and isn't going to last much longer.
ZERO ARMOUR
When a unit is destroyed it often blows up in a huge fireball. When this happens there is only a small chance that the pilot might survive.
Roll a dice, on a roll of а б the pilot is unharmed and can battle on as a trooper (Rifleman). However, you can only do this if you have a
spare model to use as the pilot. The pilot automatically joins the closest trooper squad and acts when they do.
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