Shooting Phase

--------------------------Shooting Phase--------------------------
------moving and shooting------
(the moving and shooting section does not apply to vehicles)
Heavy weapons- If a model with a heavy weapon moves in the movement phase, then their heavy weapon can only fire snap shots.
Template weapons- Can not be shot in the same turn as a movement.
"run"- any unit can nominate to "run" which allows them to move d6 inches istead of shooting.
------Weapon Special rules------
Assault Weapons- A unit that fires an assault weapon to its full potential shots can still declare a charge in the assault phase. Some assault weapons can fire multiple rounds. this is denoted in the weapon description by a number following the Assault description. Ex. Assault 4 meaning the weapon gets 4 shots. 
Rapid Fire- If fired at a target at or within half of the weapons maximum range the weapon gets two shots If fired at over half range up to full range the weapon gets only one shot. If the model fires its maximum allowed shots in the shooting phase the unit can not charge in the assault phase.
Heavy weapons- If a model with a heavy weapon moves in the movement phase, then their heavy weapon can only fire snap shots. (note: the model can shoot if the rest of its unit moved so long as it stayed still)
Ordinance- can not be shot after moving
Salvo- A salvo weapon will be denoted with two numbers, Ex. Salvo 2/3. This means that if the model with the weapon moves, it gets only two shots, if it does not move it gets three. additionally if the target is at or under half the maximum range of the weapon the it can fire its maximum amount of shots despite having moved. If the model fires its maximum allowed shots in the shooting phase the unit can not charge in the assault phase. 
Note: salvo weapons can not be fired as snap shots
Graviton- The roll needed To Wound when firing a weapon with this special rule is always equal to the armour save of the target, to a minimum of 6+. For example, when resolving a hit against a model with a 3+ armour save, you would need a 3+ To Wound. When resolving a hit against a vehicle, roll a D6 for each hit instead of rolling for armour penetration as normal. On a 1-5 nothing happens, but on a 6, the target suffers an Immobilised result and loses a Hull Point. These weapons have no effect on buildings.
Gets Hot- When firing a weapon that Gets Hot, roll To Hit as normal. For each To Hit roll of 1, the firing model immediately suffers a Wound (armour or invulnerable saves can be taken) – this Wound cannot be allocated to any other model in the unit. A character cannot make a Look Out, Sir attempt to avoid a Wound caused by the Gets Hot special rule. A vehicle instead rolls a D6 for each roll of a 1 to hit. On a roll of a 1, 2 or 3 it suffers a glancing hit.
Weapons that do not roll To Hit (such as Blast weapons) must roll a D6 for each shot immediately before firing. On a 2+, the shot is resolved as normal. For each roll of a 1, the weapon Gets Hot; that shot is not fired and the firing model immediately suffers a single Wound (armour saves or invulnerable saves can be taken) – this Wound cannot be allocated to any other model in the unit. A character cannot make a Look Out, Sir attempt to avoid a Wound caused by the Gets Hot special rule. A vehicle instead suffers a glancing hit on a further roll of a 1, 2 or 3.
------Shooting------
1. Select a weapon to fire: Select a weapon in a unit that you wish to shoot. keep in mind that a weapon can not hit a unit out of its range. in other words if your melta gun is in range of the model at the front of the enemies formation but not the units at the back, you may consider using them fist because if you fire you 10 lasguns first, the first thing that they will kill is the closer units, putting your meltas out of range. 
2. Roll to Hit: Roll one dice per shot being fired to see how many shots hit. To know what you need to roll Compare the ballistic skill of the firing units to the "roll to hit" chart  "Roll to hit" chart
3. Roll to Wound: for every hit scored roll one die. Compare the result of the dice roll to the "to wound chart".   Use the Strength of the weapon to represent the y-axis and the toughness of the target to represent the x axis. If a unit has members with varried toughness then use the thoughness that the MAJORITY of the models in the unit have. If there are an even number of models in a unit with different toughness's then use the higher of the two.
      4. Roll to save: Once the number of wounds has been tabulated, the defender may begin to roll "saves". A save is denoted by a value+ (e.x. 4+, 5+,etc). This means that a dice is rolled and in the result is equal to or greater than the value denoted by the save then a wound is ignored. 
A units armor save is represented by the value "Sv" listed on the units page in the codex. the value will be listed as a number+ (ex. 4+). This means that for every successful wound applied to this model you need that number or up to negate the wound.
Armor Piercing- some weapons have "armor penetration" listed as "AP" in the weapons profile. Weapons negate armor saves if the value of the ap is equal to or greater less than the value of the save.
ex. an ap 4 weapon will negate armor saves of 4+, 5+, and 6+.
ex2.an ap 2 weapon will negate armor saves of 2+, 3+, 4+, 5+, and 6+. there are no units with
an armor ave of 1+ so an ap 2 weapon ignores all armor saves.
Cover save is a save conferred to a model who is at least 25% obstructed from the perspective of the shooters. The roll needed to make a Successful cover save varies dependent on the cover but for the most part, unless specifically stated the cover save is a 5+ save. Keep in mind that Armor penetration can not negate a cover save.
Invulnerability Save is a save that can be conferred to a model for various reason, the save value will vary dependent on the reason but whatever is causing it will state the save it confers.    
Note that while a unit may have multiple saves availible to it, It may only choose one type of save to inact with a single exception. Some units have a special rule called "feel no pain" which confers an aditional save confered to the unit after it has taken its initial save. the stregth of this save will be denoted by the special rule (E.X. Feel no pain(5+), meaning it confers a 5+ save) and if no value is denoted it is assumed to be a 4+ save.
GO TO GROUND!: Any non vehicle unit can preform a go to ground (unless otherwised specified by the units special rules). The defending player may ellect to do this after all hits and wounds have been rolled for but before any saving throws. A unit that has elected to go to ground Improves their cover save by 1. Meaning if they were in cover that confered a 4+ save it now confers a 3+ save, and if the unit is in the open they now have acess to a 6+ cover save. HOWEVER a unit that has gone to ground may not move or assault in their next turn and may only fire snap shots. Note: boarding a vehicle counts as movement and as such may not be preformed in the turn following a go to ground order. 
IMPORTANT: If a unit has models with more than one type of save then saves must be rolled in tandem with alloting wounds as described in the subsequent section.
5. Allotting the Wounds: Any wounds that the opponent did not manage to save against are then applied to the squad. Wounds are always applied to the model in the defending squad closest to the firing squad unless otherwise specified by a special rule. To Clarify, please see this example: An imperial guard squad of lasguns has firied on a space marine tactical squad. Incredibly the guardsmen managed to inflict 8 wounds! The space marine player must now elect to roll his saves. The tactical squad is in cover that confers a 5+ save, but space marines have a 4+ armor save that the imperial guards AP is not high enough to negate. The space marine player naturally elects to take his armor saves as they are the better of the two save he has available. The closest modal in the unit to the firing squad is a Standars space marine, so the player rolls the first of the 8 dice he has to roll, and gets a 5 so one wound does not go through. The marine is still the closest modal the the firing unit so once again he rolls his save, but OH NO! This time the player only rolls a 3 and so the wound is alloted to the marine and he is removed from play. Now the remaining three wounds are alloted to the next closest model, But this time it is a space marine Chapter Master in terminator armor that has joined the squad. The Terminator Armor confers a 2+ save and since the chapter master is now the closest model, his armor save is now used, so the defending player rolls a dice and gets a 4, which passes, and then a 3 which passes, But then DISASTER STRIKES! The defending player rolls three 1's back to back to back causing all three wunds that the captain has to be exhausted. The captain is removed rom play and the next closest unit is once again a standard space marine so the final wound to be alotted is resolved once gain at a 4+ save.
NOTE: If a unit has only one type of save then it is fine to just roll all of the wound saves at one time and then simply allot the unsaved wounds to the models in the unit in order of which is closest to the attackers. 
A units armor save is represented by the value "Sv" listed on the units page in the codex. the value will be listed as a number+ (ex. 4+). This means that for every successful wound applied to this model you need that number or up to negate the wound.
6. Repeat: The player re checks the distance to target to insure the casualties (if any) didn't put the unit out of range. If the unit is not out of range, the player may select an as of yet un-fired weapon type in the unit and repeat the process.
7. Once every model in a unit who is capable of shooting has fired, move on to the next unit. continue until all units who are able have fired, or before if you do not wish to fire all you units (for some reason).
8. Leadership Check: After the end of the shooting phase if 25% or more of a unit is killed the opponent must take a leadership check for each applicable unit, or otherwise retreat. Take the best Leadership (Ld) in the unit. Roll 2 d6. if the combined result is the same or less than the Ld then the unit maintains it position. If the combined result is higher they must retreat 2d6 distance toward their deployment edge.There are some exceptions, for example jump units flee 3d6 distance. In the event that the retreating unit goes off the edge of the table they are said to have "fled from battle" and are removed from the game as casualties. This does count as a unit being killed for the purposes of "first blood"
Template Weaponry - A template weapon weapon applies one wound to every model that is covered in any capacity by the template.
Flame weaponry- negates cover saves
Blast weaponry - place where you would like the center of the blast to hit. then roll a scatter die and 2d6. the center of the blast is then moved the value of the 2d6 in inches minus the ballistic skill of the shooter. Units hit by a direct fire blast weapon may still receive cover save if they are in cover from the perspective of the shooter.
Barrage weaponry - place where you would like the center of the blast to hit. then roll a scatter die and 2d6. the center of the blast is then moved the value of the 2d6 in inches (DO NOT SUBTRACT BALLISTIC SKILL). Units hit by barrage weapons do not receive a cover save. Units under Roof cover, or otherwise vertically obstructed by solid terrain can not be fired upon by barrage weaponry (yes this also includes scattering to the unit from a different target)
Note: if models have had to regroup in the previous phase then they may only fire snap shots (6+ to hit regardless of outside factors)
Note: Models with two weapons may only fire one per turn unless they are a vehicle (which may fire all weapons except in extenuating circumstances, see vehicle guide) or monstrous creature (which may fire two).