missile-fire
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| missile-fire [2025/09/21 11:16] – [MISSILE FIRE] fantasyadmin | missile-fire [2025/09/28 00:36] (current) – [HOW TO FIRE] fantasyadmin | ||
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| ===== MISSILE FIRE ===== | ===== MISSILE FIRE ===== | ||
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| + | {{ : | ||
| All missile fire occurs simultaneously in phase | All missile fire occurs simultaneously in phase | ||
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| (they can never charge and fire). To discover how far | (they can never charge and fire). To discover how far | ||
| each races' units can move and fire, check the | each races' units can move and fire, check the | ||
| - | Movement and Firing table on the relevant Profile | + | Movement and Firing table on the relevant |
| - | Sheet. Any loss of movement is always deducted | + | Sheet]]. Any loss of movement is always deducted |
| from a unit's allowance before it starts to move or | from a unit's allowance before it starts to move or | ||
| make allowance for terrain modifiers. | make allowance for terrain modifiers. | ||
| - | **Example: Morgab' | + | > __Example__: Morgab' |
| - | in chainmail, have been ordered to advance and fire. | + | > In addition, as they are currently in some scrub, their remaining allowance is reduced by half again to 5 cm which is the total distance they are able to advance that turn. |
| - | Normally they would move 20 cm, but as they must | + | |
| - | fire their shortbows as well as move, they must refer | + | |
| - | to the Move and Fire modifiers on their Profile | + | |
| - | Sheet. Goblins with short bows lose 1/2 their | + | |
| - | normal movement if they move and fire. So on this | + | |
| - | turn Morgab' | + | |
| - | from 20 cm to 10 cm.** | + | |
| - | + | ||
| - | **In addition, as they are currently in some scrub, | + | |
| - | their remaining allowance is reduced by half again | + | |
| - | to 5 cm which is the total distance they are able to | + | |
| - | advance that turn.** | + | |
| Artillery pieces cannot unlimber and fire in the | Artillery pieces cannot unlimber and fire in the | ||
| same turn. Similarly they cannot fire and then | same turn. Similarly they cannot fire and then | ||
| - | limber up on the same turn. Please see Besieged for | + | limber up on the same turn. |
| - | more information about these devices. | + | |
| ===== MISSILE WEAPONS ===== | ===== MISSILE WEAPONS ===== | ||
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| variations between the types of missile weapons each | variations between the types of missile weapons each | ||
| race can use and their abilities with those weapons. | race can use and their abilities with those weapons. | ||
| - | For example, only dwarfs | + | For example, only Dwarfs |
| excel at archery and are far more effective with bows | excel at archery and are far more effective with bows | ||
| than other races. Orcs are not very good with | than other races. Orcs are not very good with | ||
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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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| - Confirm the target is visible to the unit firing. If only some figures have a line of sight on the target, those which have no line of sight cannot fire. | - Confirm the target is visible to the unit firing. If only some figures have a line of sight on the target, those which have no line of sight cannot fire. | ||
| - Check to see if the target is within the firing unit's arc of fire. If some figures are within and others are not, only those figures who have the target within their arc may fire. If no figures have the target in arc of fire that unit must choose a new target or simply not fire that turn. | - Check to see if the target is within the firing unit's arc of fire. If some figures are within and others are not, only those figures who have the target within their arc may fire. If no figures have the target in arc of fire that unit must choose a new target or simply not fire that turn. | ||
| - | - Measure the distance between the nearest front edge of the unit firing and the nearest base edge of the target. Check the Basic Firing Percentage Chart to see if the target is in range (i.e. within the range of the highest figure listed under long range, for the firing unit's weapon) and if it is, assess whether it is at short, medium or long range. | + | - Measure the distance between the nearest front edge of the unit firing and the nearest base edge of the target. Check the **Basic Firing Percentage** Chart to see if the target is in range (i.e. within the range of the highest figure listed under long range, for the firing unit's weapon) and if it is, assess whether it is at short, medium or long range. |
| - Cross reference the weapon that is being fired with the armour type the target is wearing on the Basic Firing Percentage Chart. This will give you your Basic Firing Percentage (BFP). | - Cross reference the weapon that is being fired with the armour type the target is wearing on the Basic Firing Percentage Chart. This will give you your Basic Firing Percentage (BFP). | ||
| - | - Check the Firing Modifier section on the Profile Sheet and add or subtract any modifiers to the BFP which apply. The result will be the Modified Firing Percentage (MFP). | + | - Check the Firing Modifier section on the Profile Sheet and add or subtract any modifiers to the BFP which apply. The result will be the **Modified Firing Percentage** (MFP). |
| - | - Multiply the MFP by the number of figures firing to find the Final Firing Percentage (FFP). Players should remember to check the Ranks for Firing Chart on the profile sheet to see how many ranks of the unit are allowed to fire. | + | - Multiply the MFP by the number of figures firing to find the **Final Firing Percentage** (FFP). Players should remember to check the Ranks for Firing Chart on the profile sheet to see how many ranks of the unit are allowed to fire. |
| - If the unit is firing at short range the FFP is unaffected. If the unit is firing at medium range the FFP must be halved. If the unit is firing at long range the FFP must be divided by three. | - If the unit is firing at short range the FFP is unaffected. If the unit is firing at medium range the FFP must be halved. If the unit is firing at long range the FFP must be divided by three. | ||
| - 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 | + | > __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: ' |
| - | five, armed with elf bows are firing at medium range | + | > 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. |
| - | at a unit of orcs, clad in chainmail and formed up in | + | > 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. |
| - | two ranks, who moved over 10 cm this turn. | + | > 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. |
| - | 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: ' | + | |
| - | '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 ===== | ===== TARGETING CHARACTERS AND MONSTERS ===== | ||
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| purposes. | purposes. | ||
| - | Hits on characters are referred to the Humanoid | + | Hits on characters are referred to the [[humanoid-hit-chart|Humanoid |
| - | Character Hit Table on the Ready Reference Sheet. A | + | Character Hit Table]] on the Ready Reference Sheet. A |
| D100 is rolled for the location of the wound and then | D100 is rolled for the location of the wound and then | ||
| a D4 for wound severity. The effect of the hit is then | a D4 for wound severity. The effect of the hit is then | ||
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| Monsters are large targets and therefore easy to | Monsters are large targets and therefore easy to | ||
| hit, so this is a positive modifier. | hit, so this is a positive modifier. | ||
| - | UNIT FIRING ARE A CLASS | + | |
| + | ==== UNIT FIRING ARE A CLASS ==== | ||
| Experienced, | Experienced, | ||
| aiming and are not easily disturbed by the pressure | aiming and are not easily disturbed by the pressure | ||
| of battle. This positive factor reflects these facts. | of battle. This positive factor reflects these facts. | ||
| - | UNIT FIRING ARE C CLASS | + | |
| + | ==== UNIT FIRING ARE C CLASS ==== | ||
| Poorly trained or green troops will not react to | Poorly trained or green troops will not react to | ||
| battle stress well and as a result the accuracy of their | battle stress well and as a result the accuracy of their | ||
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| of hitting before the D100 is rolled. All fire breathing | of hitting before the D100 is rolled. All fire breathing | ||
| monsters are protected from flame attack as if they | monsters are protected from flame attack as if they | ||
| - | were wearing Armour of Fire Repulsion. | + | were wearing |
| + | |||
| + | [[combat|CHAPTER 9. COMBAT]] | ||
missile-fire.1758446194.txt.gz · Last modified: 2025/09/21 11:16 by fantasyadmin
