
This in turn means that the poor spiders gets 5 Blast Markers, 3 from the Rockets (red dice above), and an additional two for more than 6 hits in total. This is a quite large amount of blast markers from a single action.
The are placed 1" from the target unit, as per the rules.
Then comes the next step; Damage! The plasma rifles wielded by

all Martian Marines comes with a Damage rating of 3, same as a chain gun or other medium support weapon. This means that the roll needed to damage Def 7 Targets, like the poor spiders, is 4+ on a D12.
After assessing the damage the dice are allocated to individual bases (or Units in game terminology).

The rules for critical damage means that every third step above the bare minimum to cause damage cause one additional HP lost, ensuring that high powered weapons can cause a large set of damage!

In this case three of the bases end up with damage dice, with one getting 5 HPs worth of damage.
The rules for Vanguards gives them a 11+ 'save' of sorts for every HP lost, which means committing damage to individual bases can be a good idea.
In this particular case only the third base managed to reduce the amount of damage taken, hanging on with a single HP left.
To lend assistance, the second squad of spiders starts to Advance across the field, using what will probably become a standard of Advance+Engage action combo.
In this case the

targeting involves the rules for Cover as well, since the Target has quite a good position behind a building. The way this is handled in From Ashes is that each piece of covering terrain triggers a 'cover roll', having a 50/50 chance to hit the cover instead.

Each base has 3 shots using low powered rifles, so 15 dice in total is rolled, giving worse than average with only 6 making the cut.
Then again, it evens out when 5 / 6 actually hits, 3/5 cause damage, and cause a full base of Grenadiers to bite the dust!

In the end, the house bore the brunt of
the fire, taking three Blast Markers from the 10 hits it received (enough Blast Markers can cause certain terrain to be removed!), while the Grenadiers only got a single, but took 3 HPs worth of damage instead.
This action concludes the first turn, all that is left is the SitRep phase, where victory conditions are checked (N/A this turn) and Blast Markers removed.
Tune in next time for a second turn, with some thrilling conclusion!