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missile-fire [2025/09/19 13:48] – [HOW TO 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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 figures. 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.1758282530.txt.gz · Last modified: 2025/09/19 13:48 by fantasyadmin

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