>>17403756

Now, the first round. Let's be generous and give the Scarabs the charge, for +1WS.

The first Scarab rolls 3. Its total Combat Score is 5. The Avatar rolls two sixes, a five, and two threes. He has got a Critical and a roll of six, with no fumbles. His Combat Score comes to 17, and he inflicts TWELVE hits at S8 with a corresponding -5 save mod for Strength. The Scarab is utterly destroyed.

The second Scarab has two Attack dice thanks to outnumbering. It rolls a fumble (1) and a six (which is NOT a critical- you need two sixes for that), giving him a total of WS1+ Charging 1 + outnumbering 1+ roll 6 - fumble 1 = 8. The Avatar of the Bloody-Handed God rolls two sixes (a Critical), a five, a three, and a two. His Combat Score is 17 again, and he inflicts NINE hits at S8 with a corresponding -5 save mod for Strength. The Scarab is utterly destroyed.

The third Scarab has three Attack dice thanks to outnumbering. It rolls two threes and a one (fumble!). It adds three and subtracts one from its WS, adds one for charging, and adds two for outnumbering. Its Combat Score is thus 6. The Avatar of the Bloody-Handed God rolls a five, a three, and three twos. His Combat Score is 15, and he inflicts NINE hits at S8 with a save mod of -5. All three Scarabs have been destroyed...

But wait! They may regenerate! On the following Necron turn, the Necron player rolls three dice for Repair. Four, Three, and Five. The Scarabs remain on the ground- they need a 6 to regenerate, but if they roll 1, they teleport out. In the next turn, the Necron player rolls four, five, and five, and they stay put again. In the final turn of the game, he rolls three, three and five. Nope, they're all staying down. Game ends.