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missile-fire

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8. MISSILE FIRE

MISSILE FIRE

All missile fire occurs simultaneously in phase eight of the game turn. Thus if two units fire on one another, they will do so at the same time and will remove any casualties simultaneously. In phase eight, the missile fire may be conducted in any order, but players are advised to remove the Fire order counter from each unit as it completes its firing, so they can keep track of which units have fired and which units have not yet done so. When every unit has fired all casualties are removed and any necessary Morale Tests are taken.

All ranges, firing factors and modifiers are listed on the Profile Sheets. Each race has different firing abilities and this is reflected by the varying range classifications, firing modifiers, and different Ranks for Firing capabilities listed on the Profile Sheets. The Ranks for Firing table tells you how many ranks of a race's unit are eligible to fire in phase eight. For instance, human units can use troops in their first two ranks, while wood elves can use troops in the first three ranks. Any figures in ranks beyond the number listed under Ranks for Firing are unable to fire that turn.

MOVEMENT AND FIRING

Mounted figures can move an entire move at normal or retire speed and fire. This is because they can reload and aim while moving. Mounted units cannot charge and fire in the same game turn. Foot soldiers can only move a portion of their normal or retire movement and fire in a single turn (they can never charge and fire). To discover how far each races' units can move and fire, check the Movement and Firing table on the relevant Profile Sheet. Any loss of movement is always deducted from a unit's allowance before it starts to move or make allowance for terrain modifiers.

Example: Morgab's goblin archers, who are clad in chainmail, have been ordered to advance and fire. 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's archers have their movement cut 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 same turn. Similarly they cannot fire and then limber up on the same turn. Please see Besieged for more information about these devices.

missile-fire.1758267296.txt.gz · Last modified: 2025/09/19 09:34 by fantasyadmin

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