Spray, AT-RT Flamethrower

By Crawfskeezen, in Rules

Looking at the wording for "Spray" on the AT-RT Flamethrower card has raised a few questions.

1. Am I reading correctly that you will have 2, 4, 6, etc... dice for each model in the target unit in line of sight?

2. Are the dice on the card (2 black) base dice that the Spray effect is added on top of, or are they just the number dice used for the spray effect?

3. Can you wipe out a unit if you can't see some of the models.

For an example for #1 and #2, I'll say the AT-RT is at range one of a unit of Four Stormtroopers in the open (no cover, not that it matters and no obstructions, all four Stormtroopers are in line of sight). I'm trying to see the possibilities.

- Assuming my assumptions above is correct will that be 10 dice (2 base + 2 per enemy model in line of sight up to a total of 8)?

- Would it be omitting #2, for a total of 8 (4x2)?

And as for #3, Say one of those Stormtroopers is behind cover (i.e. out of line of sight). If the total amount of wounds exceeds the total in the squad (after defence rolls), is that trooper that is out of LoS killed. This one I know is probably laid out in the main rules but going through them I couldn't find the exact entry.

Cheers

It would be 8 dice total. There is no base, you just contribute the dice once per defending mini.

#3: you cannot deal wounds to minis that are out of LOS, so that last stormtrooper would survive regardless of any hits you rolled. RRG page 47:

Quote

During an attack, if line of sight to a mini in the defender
is blocked from all minis in the attacker, that mini in the
defender cannot suffer wounds.

Edited by nashjaee

Also Spray only gives dice for enemy minis that are in your LOS. So if you can only see 3 out of 4 of the stormtroopers you would only get 6 dice and only be able to kill 3 of them.

Quote

Spray - RRG pg 41


A weapon that has the spray keyword is effective against units
that comprise multiple miniatures. When a mini adds a weapon
that has the spray keyword to the attack pool, that weapon
contributes its dice a number of times equal to the number of
minis in the defender that are in line of sight of the mini using
that weapon.

Vader is a good choice to push against the Flamer AT-RT.

Failing that with a careful early move you can move past the AT-RT and get into it's side/rear giving it only a few shots in a game as it has to pivot/shoot one turn then pivot/move to get back to the battle. Even just making it move/shoot rather than aim/shoot can be a bit of a save.