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missile-fire [2025/09/19 13:45] – [WHO CAN FIRE] fantasyadminmissile-fire [2025/09/24 12:14] (current) – [MISSILE FIRE] fantasyadmin
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 ===== MISSILE FIRE ===== ===== MISSILE FIRE =====
 +
 +{{ :7926e37989e9acbbf905e1e9e0501d64.jpg?200|}}
  
 All missile fire occurs simultaneously in phase All missile fire occurs simultaneously in phase
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 All ranges, firing factors and modifiers are listed on All ranges, firing factors and modifiers are listed on
-the Profile Sheets. Each race has different firing+the [[profile-sheets|Profile Sheets]]. Each race has different firing
 abilities and this is reflected by the varying range abilities and this is reflected by the varying range
 classifications, firing modifiers, and different Ranks classifications, firing modifiers, and different Ranks
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 If a race does not have a particular weapon listed on If a race does not have a particular weapon listed on
-the Basic Firing Percentage Chart on its Profile +the Basic Firing Percentage Chart on its [[profile-sheets|Profile 
-Sheet, it is not allowed to use that weapon.+Sheet]], it is not allowed to use that weapon.
  
 ===== ACQUIRING A TARGET ===== ===== ACQUIRING A TARGET =====
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   - For each 100% scored one enemy figure is killed and removed from play or one enemy character is hit and wounded. If there is any percentage left over roll one D100. If you score under or equal to the amount left over, another enemy figure is killed and removed from play or character wounded. If you score over the remainder you miss.   - For each 100% scored one enemy figure is killed and removed from play or one enemy character is hit and wounded. If there is any percentage left over roll one D100. If you score under or equal to the amount left over, another enemy figure is killed and removed from play or character wounded. If you score over the remainder you miss.
  
 +**Example: Ten wood elf guards in two ranks of
 +five, armed with elf bows are firing at medium range
 +at a unit of orcs, clad in chainmail and formed up in
 +two ranks, who moved over 10 cm this turn.
 +The elves cross reference their weapon with the
 +orcs armour on their Basic Firing Percentage table
 +and find they have a BFP of 18%. They then check
 +the list of Firing Modifiers and find three which
 +apply: 'Target moved over 10 cm this turn -1',
 +'Unit firing are huntmasters +3' and, as the orcs are
 +formed up in two ranks, 'Per rank of target +2x2 =
 ++4'. This means the elves have a MFP of 24% (18 -
 +1 + 3 + 4 = 24). As ten elves are firing they multiply
 +24 by 10 to get a FFP of 240%.**
 +
 +**As the elves are firing at medium range their FFP
 +is halved to 120%, so they automatically kill one orc
 +and have a 20% chance of killing a second one
 +(120% - 100% = 20%). To find out if the 20%
 +chance is successful they roll one D100 and score
 +23%, which is over 20% and therefore means they
 +miss.**
 +
 +**If the elves had been firing at short range, their
 +FFP would have remained at 240% so they would
 +have killed two orcs automatically and had a 40%
 +chance of killing a third one.**
 +
 +**If the elves had been firing at long range, their
 +FFP would have been divided by 3, reducing it to
 +80%. In this case no orcs would have been killed
 +automatically and the elves would have had a 80%
 +chance of killing one orc.**
 +
 +===== TARGETING CHARACTERS AND MONSTERS =====
 +
 +Characters and monsters count as separate targets
 +from each other and units. As such, if the firer fires
 +on a unit under the direct control of a character, he
 +must state whether he is firing at the unit or the
 +character. If he fires at the unit, no hits will strike the
 +character until every last figure in the target unit is
 +killed. If the firer fires at the character no hits can be
 +scored on the unit at all. When firing at a character
 +associated with a unit, the firer will not receive any
 +rank modifiers to his firing percentage, because the
 +character is counted as a single figure, regardless of
 +the unit it is associated with.
 +
 +However, players should note they can choose to
 +divide a unit's fire between up to three different
 +targets. Thus half a unit could fire on the character
 +and the balance could fire on the unit. If a target
 +character is riding a flying beast, the beast and
 +character count as separate targets.
 +
 +===== FIRING ON MONSTERS AND CHARACTERS =====
 +
 +Monsters and characters are treated differently to
 +ordinary soldiers. The normal firing procedure is
 +followed, but for each 100% scored, or balance
 +successfully rolled for, one wound is inflicted on the
 +target, which may or may not kill it.
 +
 +Each hit is treated as a wound. Hits on a monster
 +are referred to the Hit Chart on its Profile Sheet. A
 +D100 is rolled for the location of the wound and then
 +a D4 for the wound's severity. The effect of the hit is
 +then resolved. Players should note that hits on a
 +monster are cumulative. A monster is killed if that
 +result is thrown on its hit table or if the creature
 +receives a critical wound, followed or preceded by
 +any other serious or critical wound. The injuries,
 +nicked, stunned and blinded do not count for these
 +purposes.
 +
 +Hits on characters are referred to the Humanoid
 +Character Hit Table on the Ready Reference Sheet. A
 +D100 is rolled for the location of the wound and then
 +a D4 for wound severity. The effect of the hit is then
 +resolved. Players should note that hits on a character
 +are cumulative. A character is killed if that result is
 +thrown on the hit table or if: the character receives a
 +critical wound followed or preceded by any other
 +wound or a serious wound followed or preceded by
 +any two other wounds. The injuries, nicked, stunned
 +and blinded do not count for these purposes. A
 +character or monster which is knocked unconscious
 +and then hit again is automatically killed.
 +
 +===== MONSTERS KILLED IN BATTLE =====
 +
 +Monsters that are killed collapse where they stand
 +and become an obstacle that acts like a wall if the
 +creature's base size is 40x40mm or smaller, or
 +becomes impassable terrain if it is larger than
 +40x40mm. Four legged beasts collapse where they
 +stand, two legged monsters fall in a random
 +direction inflicting damage on anything they hit
 +according to the crash rules, flying creatures
 +killed in flight, follow the crash rules.
 +
 +===== FIRING AT/OR FROM FLYING CREATURES =====
 +
 +When firing at or from a flying creature at Combat
 +Height, measure the distance from the front base
 +edge of the firing unit to the nearest base edge of its
 +target. This will give you the range in centimetres
 +and you can then proceed as normal.
 +
 +When firing at or from a flying creature at Flight
 +Height, measure the range as outlined above and
 +then add 50 cm to find the actual range.
 +
 +When a flying creature at Combat Height fires at
 +another flying creature at Flight Height or vice
 +versa; or at another flying creature at the same
 +height, simply measure the distance between the
 +figures.
 +
 +===== A GUIDE TO THE FIRING MODIFIERS =====
 +
 +There are lots of factors which influence how well
 +and accurately a unit fires and these are to some
 +degree reflected by the Firing Modifiers on the
 +Profile Sheets. Below is an explanation of each
 +modifier.
 +
 +==== TARGET IS A CHARACTER OR IN OPEN ORDER ====
 +
 +The smaller the target or the more widely
 +dispersed it is, the harder it is to hit. As a result this is
 +a minus modifier.
 +
 +==== TARGET MOVED 10 CMS PLUS THIS TURN ====
 +
 +If a target moves significantly, it will force the firing unit to adjust its aim and therefore reduce the
 +effectiveness of the firing. As a result, this is a minus
 +modifier. 
 + 
 +==== TARGET IN LIGHT, MEDIUM OR HEAVY COVER ====
 +
 +The more cover the target has the harder it is to hit.
 +These three modifiers reflect that fact and are
 +consequently minus modifiers. They are not
 +cumulative so you need only apply the relevant one.
 +Thus a unit behind a wall receives the benefit for hard
 +cover only and not light and medium as well.
 +
 +==== TARGET EQUIPPED WITH SHIELDS ====
 +
 +This modifier reflects the target's use of shields, if
 +it possesses any, to deflect or intercept incoming
 +missiles. As a result this is a minus modifier.
 +
 +==== TARGET HAS ARMOURED MOUNTS ====
 +
 +This modifier applies to cavalry with armoured
 +mounts only and reflects the fact that the armour
 +will reduce the effectiveness of missile fire. As a
 +result it is a minus modifier.
 +
 +==== PER RANK OF TARGET ====
 +
 +The more ranks a target has the easier it is to target
 +and hit as any fire which overshoots the front rank
 +will hit soldiers in the ranks behind. For the
 +purposes of this modifier all ranks, including partial
 +ranks are counted. What constitutes a rank on a
 +target depends on the angle of fire and the
 +disposition of the target.
 +
 +==== TARGET IS MOUNTED OR ON A VEHICLE ====
 +
 +The larger the target is the easier it is to hit. As a
 +result this is a positive modifier.
 +
 +==== TARGET IS A MONSTER ====
 +
 +Monsters are large targets and therefore easy to
 +hit, so this is a positive modifier.
 +UNIT FIRING ARE A CLASS
 +Experienced, well trained troops are better at
 +aiming and are not easily disturbed by the pressure
 +of battle. This positive factor reflects these facts.
 +UNIT FIRING ARE C CLASS
 +Poorly trained or green troops will not react to
 +battle stress well and as a result the accuracy of their
 +firing will suffer, so this is a minus modifier.
 +
 +==== UNIT FIRING ARE MOUNTED ====
 +
 +Firing from a horse, wolf, pig or monster is
 +difficult because the creatures movement affects the
 +firers aim, as a result this is a minus modifier.
 + 
 +==== UNIT FIRING ARE ON A MOVING VEHICLE ====
 +
 +Firing from a moving vehicle such as a boat or
 +wagon, also affects accuracy adversely, so this is a
 +minus modifier as well.
 +
 +===== DRAGON FLAME ATTACKS =====
 +
 +Flame attacks are carried out in phase eight of the
 +game turn and occur simultaneously with all other
 +firing. Flame attacks are not subject to any move and
 +fire restrictions. Casualties from flame attacks are
 +not resolved by the method used for other missile
 +attacks.
 +
 +When on the ground, creatures that possess flame
 +attacks may only fire at targets on the ground or at
 +Combat Height. When flying at Combat Height,
 +demi-dragons and other creatures that breathe fire,
 +may only engage in flame attacks on targets on the
 +ground, or at Combat Height. They cannot make
 +flame attacks on creatures at Flight Height. When at
 +Flight Height fire breathing creatures can only
 +make flame attacks on other creatures at the same
 +height or at Combat Height.
 +
 +When a monster breathes fire in phase eight, the
 +appropriate template (i.e. the Flame Template), is
 +placed with its narrowest end touching the front
 +edge of the creature's base and may be swung to any
 +angle to maximise effect.
 +
 +Any infantry or cavalry figure whose base is either
 +partially or totally covered by the template is liable to
 +become a casualty. Roll one D100 for each figure
 +involved and if the result is below or equal to 60%
 +that figure has been killed.
 +
 +In the case of a monster or character whose base
 +falls partially or totally under the template, roll one
 +D100 to see if the flame hits the target. If it does the
 +target will suffer one wound and must refer this to
 +the relevant Character or Monster Hit Table.
 +The only exception to this rule occurs when a
 +character, unit or monster is magically protected
 +from flame attack. The protection will never be
 +100% but whatever the protection factor is, it is
 +taken off the flame attacks usual percentage chance
 +of hitting before the D100 is rolled. All fire breathing
 +monsters are protected from flame attack as if they
 +were wearing Armour of Fire Repulsion.
 +
 +[[combat|CHAPTER 9. COMBAT]]
missile-fire.1758282342.txt.gz · Last modified: 2025/09/19 13:45 by fantasyadmin

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