Attack Sequence

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From the 2020.02 version of the core rules:

Appendix A : Attack Sequence

Models cannot use “at any time” abilities while resolving the attack sequence or while resolving triggered effects, including between new attacks triggered by the previous attack.

Target
  1. Declare the attack and its target.
  2. Resolve effects that occur when a model is targeted by an attack.
  3. Check the range to the target. If the target is out of range, the attack automatically misses; do not make any attack rolls, and go to step 6.
  4. Resolve effects that cause an attack to hit or miss automatically.
    Attack Roll
  5. Make all attack rolls as dictated by the type of attack and its special rules. For example, a spray attack or Thresher special attack must go through the attack roll sequence for each model potentially hit before proceeding to step 6.
  1. Resolve effects that change the number of dice rolled, such as boosting the roll.
  2. Roll the dice.
  3. Resolve effects that remove dice from the roll.
  4. Determine if the model would be hit or missed by the attack roll against it.
  5. Resolve effects that cause the attack roll to be rerolled. Return to step b if needed. When returning to step b, add all dice removed in step c back to the roll.
  1. Resolve effects that cause the attack to automatically hit a model other than the target.
  2. Resolve the AOE hit or deviation. All models within the AOE at its final position are now hit by it.
  3. Resolve all other effects triggered by hitting or missing.
    Damage Roll
  4. Make all damage rolls resulting from the attack.
  1. Resolve effects that change the number of dice rolled, such as boosting the roll.
  2. Roll the dice.
  3. Resolve effects that remove dice from the roll.
  4. Determine if the roll would damage the model.
  5. Resolve effects that cause the damage roll to be rerolled. Return to step b if needed. When returning to step b, add all dice removed in step c back to the roll.
  6. Resolve effects triggered by a damage roll that fails to exceed the ARM of a model hit.
  7. Resolve effects that trigger when a model “would suffer damage” such as damage transference.
    Damage Application
  1. Apply all damage. If an attack damaged more than one model, choose one model, follow the damage application sequence below, then repeat for each other damaged model.
  1. Resolve effects triggered by a model suffering damage.
  2. If all of a model’s damage boxes are marked, the model is disabled. Resolve effects triggered by the model becoming disabled.
  3. If the model is still disabled, it becomes boxed. Resolve effects triggered by the model becoming boxed.
  4. If the model is still boxed, it is destroyed. Resolved effects triggered by a model being destroyed.
  5. Remove the destroyed model from the table, then return to the main sequence.
    Resolution
  1. The attack is now resolved.
  2. Resolve active player effects that trigger “after the attack is resolved” that do not involve making another attack.
  3. Resolve all inactive player effects that trigger “after the attack is resolved.”
  4. Resolve active player effects that trigger “after the attack is resolved” that involve making an attack.