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 Randomizing wound allocations from exploding transport

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Hekatrix
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PostSubject: Randomizing wound allocations from exploding transport   Randomizing wound allocations from exploding transport I_icon_minitimeThu Feb 14 2013, 00:54

Transport explodes, 5 guys inside need to take wounds. Opponent rolls 5 dice and wounds 3 models.

I resolve these as for shooting hits (pg:80). I cannot tell who is closest so I turn to pg:15, and it tells me to randomly determine which model is closest. I turn to pg:5 and under Randomising I must assign a number to each model.

I assign 1, 2, 3 and 4 to normal guys and assign 5 to the special weapon. I then roll 3 dice (number of wounds) to find who takes the wounds (D6 result = the model's assigned number).

I then roll the saves on those assigned models and remove casualties.

Am I doing this right???

And if its a unit of 10, split in half, D6 for which half, then apply the same number system to the half?

EDIT: Or is it simply the controlling player allocates the wounds..which is what I've been doin up until now



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Mushkilla
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PostSubject: Re: Randomizing wound allocations from exploding transport   Randomizing wound allocations from exploding transport I_icon_minitimeThu Feb 14 2013, 06:43

Don't worry you don't have to deal with randomisation. Controlling player (the person who owns the transport) allocates the wounds it says so clearly in the rule book.

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