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Table of Contents
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 WEAPONS
Players should note there are considerable variations between the types of missile weapons each race can use and their abilities with those weapons. For example, only dwarfs can use firearms. Elves excel at archery and are far more effective with bows than other races. Orcs are not very good with crossbows, because they find them too fiddly and complex and are unable to keep them in the best working order.
If a race does not have a particular weapon listed on the Basic Firing Percentage Chart on its Profile Sheet, it is not allowed to use that weapon.
ACQUIRING A TARGET
I. TARGETS
A unit can fire on up to three different targets at the same time, but each figure may only fire once per turn. Thus to fire at separate targets, the firing player must announce which figures are firing at which targets. The target must be visible to the figures firing and within its arc of fire. Missile fire can never be made over intervening units. Missile troops cannot fire on troops who are locked in combat.
II. VISIBILITY
For a unit to fire, it must be able to see its target. All terrain features are the height and size they appear on the table. Visibility into and through woods, swamps and jungle or into buildings is defined under the terrain rules. If in doubt as to whether one unit can see another, either look from the height of the unit in question, remembering to close your eye furthest from the table, or use a tape measure to work out the line of sight. If players cannot agree on a line of sight use the rule for solving Arguments on page 68.
In the picture above only ten of the orc bowmen can fire because of the intervening woods. Units never block a line of sight. However they cannot be fired over. If a unit armed with missile weapons wishes to fire on a target hidden behind other units, it can only do so if the target is a monster or giant, or if there is a gap between the front units through which missile fire can be directed. In such a case only those figures that can see through the gap may fire.
III. ARC OF FIRE
The target unit must also be in the arc of fire of the firing unit. All races have the same arc of fire, the only variable is whether the troops firing are mounted or on foot. Infantry armed with missile weapons have an arc of 45 degrees, while cavalry have an arc of 360 degrees. The two arcs of fire are demonstrated above right.
If the target unit is not within or partly within the arc of fire of the unit firing, it cannot be fired on even if it is within sight.
IV. RANGE
For a unit to fire on another unit its target must be within range. The ranges of the various missile weapons (which vary according to weapon type and race) are listed on the Basic Firing Percentage Chart. If the desired target is not within the maximum range listed for the weapon being used, it cannot be fired on.
==== WHO CAN FIRE ====
Only those figures which have the target in sight, arc of fire and range can fire. No figure may fire more than once in a turn. Many races have the ability to fire more than one rank of a unit at a time. To find out how many ranks of a unit can fire check the Ranks for Firing chart on the relevant profile sheet.