-By: Elliott (PG_E2lio2tR)
You hit your target. It is time to do some damage to that big stompy robot…..but how? Today, we are looking at just that. A key aspect to the game is applying damage to all sorts of models. There are also different ways that the damage has to be applied, depending on what the target is. So, let’s stop talking about the generals and really get into this, shall we?
The first thing we need to be clear on is how we determine how much damage is applied to the target. To do this, you roll 2d6 and add either the POW (for ranged attacks or spells) or the P+S (for melee weapons) and compare that to the ARM stat of the Target model. The damage total is equal to the total number of points over the ARM of the target model model.
Ok, that is a bit wordy. Here are a few examples to help clarify it some more. A Ironclad is hitting a Juggernaut with its Quake Hammer. The hammer has a P+S equal to 18. The Juggernaut has an ARM of 20. The difference between them is 2. You will roll 2d6 and add the result of the two die and subtract 2 from that. Let’s say you rolled a 7. You take that result and subtract 2 from it, leaving 5 points of damage to be applied to the Juggernaut. We will go over how to determine where to place this damage in a moment.
Another example would be if we take the same Ironclad and have it apply the damage of the hammer to a Winter guard (ARM 13). You would again compare the two stats. This time the hammer starts with a number higher than the Target’s ARM. The difference here is 5. In this case, you will ADD 5 to the number rolled on 2d6. Again let’s say you roll a 7. The total damage here would be 12 points of damage and a smear on the board that was once named Nickoli.
Ok, so we know how much damage your model has done to its target. Now, how do you record this information? Well, this depends a lot on what type of model the target is.
For Warrior models and Battle engines, damage is tracked by a line of boxes on the bottom of the card. Starting from the left of the card and working right, you fill one box in for every point of damage. The last wound of a model is the dark gray box with the Heart in it. When this is filled in, then the model is destroyed.
Now, you may be looking at some of your models (like ones in units) and seeing that there are no damage boxes located on the card. Well this is because, in these cases, each model only has one wound. When enough damage is done to go past the ARM stat of the model, it is destroyed.
Warjacks track their damage on a grid. There are 6 rows and 6 columns. When you damage a Warjack, you will need to roll 1d6 and that is what column the damage will start being applied to. You will start at the first unmarked box and mark down till you reach the last box in the column. If you reach the end of one but still need to mark more damage, move on to the next column to the right and continue. Referring back to the example of the Ironclad damaging a Juggernaut. After determining the total damage to be applied, in this case 5 points, you will roll 1d6. It lands on a 3. Starting from the first undamaged box you will mark each one till you mark 5 boxes. Now, let us say you attack again and do another 5 damage and roll a 3 again for location. You will mark the next box in that column and then move to column 4 to mark the rest of the damage. When all of the boxes are filled, the Warjack is destroyed.
Where to apply damage to a Colossal, location is the key. There are two different grids on the card for these huge based models. The location of the attacking model will tell you which grid to use when marking the damage. While in the front arch of the Colossal, if the attacking model is on the left side, apply the damage to the Left damage grid. If it is on the right side, apply to the Right grid. If your attacking model is FULLY in the back arch of the Colossal, you can choose which side to apply the damage to. The same is true if the attacking model’s base is straddling both sides in the front arch. The diagram in the main rule book has some good examples of this (Page 58) When you have filled fill in one of these two grids, continue onto the other one, rolling for what column to start on.
At the bottom of the damage grid, you will see boxes with different letters in them. These are the systems of the Warjack. When all of the boxes with the same letter are filled, the system is no longer active and will affect how the Warjack functions in the game. Here is a list of the different systems you will see and what happens when they are destroyed:
- M: Movement. When this system is removed, the Warjack can not charge or run, as well as not be able to make Slam or Trample Power Attacks. Their DEF drops to 5 from that point on in the game.
- L: Left arm. When this system is removed, all weapons on that side (indicated with a L on the weapon profile) will roll one less die to hit and to damage. The model will not be able to perform Power Attack with this arm. If the model has a Shield on this arm, it will no long gain the bonus.
- R: Right arm. Same as with the left arm except that the weapon profile will have an R on it.
- H: Head. Same as with the R & L systems except the system will have a H on it.
- C: Cortex. When this system is destroyed, you will not be able to allocate Focus to the Warjack and it will not benefit from Power up.
- I: Interface Node. When this is removed it is the same as if a Cortex was destroyed. This system is only found on Cyriss Warjacks (known as Vectors)
- B: Brain. This system is found on Cephalyx Monstrosities. When it is destroyed, it is the same as if a Cortex was destroyed.
- A: Arch node. When this system is destroyed, the controlling caster will no longer be able to channel spells through the warjack.
- G: Field Generator. This system is found on Retribution Warjacks. When this system is destroyed, the warjack will not be able to heal its force field and may loss any special abilities tied to the system as well.
- S: Substructure. This is found on some Colossal warjacks. When this system is destroyed, all weapon systems that are part of it are affected like those located on the R or L systems.
When damaging a Warbeast, the same method of determining the location to apply the damage to is used. The difference is that each number is used to indicate which branch of the spiral to use instead of on a grid. . You start at the first box available and work around. Besides the layout of the damage grid of a Warbeast, a big difference is that branches 1 and 2 merge for the last few cells and when you start marking damage on either branch you will mark these points. The same is true with branches 3 and 4 as well as 5 and 6 (paired respectfully) . Each pairing is known as an aspect. When an aspect is fully destroyed it will also affect how the model acts on the board.
- Body (Red): When this aspect is crippled, you will roll one less die on ALL Damage rolls this mode makes.
- Mind (Blue): When this aspect is crippled, you will roll one less die on ALL Attack rolls with this model.
- Spirit (Green): When this aspect is crippled, the model may not be forced, so it will not be able to generate Fury.
There you have it. How you determine the damage and how you apply it to your models. This is one of the aspects of the game I find help it be interesting. Damaging the larger models actually weakens their role on the board. It helps make a more cinematic feel to it. You can picture the half damaged Warjack, with an arm dangling on its side and struggling to stand take one last swing at the Dragon spawn in front of it. Of all the topics we have talked about, this is one that you will get a lot of practice at doing. The best way to get this practice is to go out and play games. So, go do that and have fun.