RED ELF
SHOOTING PHASE

In the Shooting phase, you have the opportunity to fire at the enemy with your forces. As the two sides engage each other at a distance, the guns thunder ceaselessly and there is an almost constant exchange of fire between foes. In a Warhammer 40,000 battle, we split the firing up so that each player's force fires during their own turn. This keeps shooting simple to work out and keeps the game moving at a good pace.

During the Shooting phase, each of your units may fire. You can choose any of your units lo shoot with, but you must complete all the firing by one unit before you move onto the next. Every model in a unit can shoot - infantry can fire with just one weapon each, but some units (like vehicles) may be able to lire more than one weapon per model, as detailed later. The whole unit has to fire all ot its weaponry at a single opposing unit of your choice - you may not split fire between two or more target units. Note that individual models within a unit can choose not to shoot.

The shooting process can be summarised in six steps, as shown below. Once you've completed this sequence with one of your units, select another and begin at Step 1 again. Once you have completed Steps 1 to 6 for each unit in your army, you've finished shooting and can go on to the Assault phase. The rules for the Shooting phase also include details on weapons later in the section.

SHOOTING PHASE SUMMARY

1. Choose a unit to shoot with.
2. Resolve the shooting process (see below) for the chosen unit.
3. Repeat the above until shooting is complete.

THE SHOOTING PROCESS

1. Choose a target: Select an enemy unit for one of your units to fire at. Your unit may have to pass a Leadership test if they want to shoot at any but The closest enemy.
2. Check line of sight and range: See if the target is within sight and range of the weaponry of your firing unit.
3. Roll to hit: Roll a D6 for each shot fired by the firing unit. The model's BS determines what score they must equal or beat to hit their target.
4. Roll to wound: For each shot that hits, roll again to see if it wounds the target. The score needed is determined by comparing the Strength of the firing weapons with the Toughness of the target.
5. Make Saving Throws: Each wounding hit may be deflected by making a Saving throw. Saving throws derive from the armour worn, or any special Invulnerable Saving throws, or by being in cover. Models that fail a save become casualties.
6. Remove casualties: The owner of the target unlit removes any casualties inflicted.