Shooting at a Glance
Targets
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Units shoot once per turn at the closest visible enemy unit.
Range
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Most missile armed troops can shoot at the enemy up to 30cm away.
Attacks
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Total the Attack value for the shooting unit.
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Roll the number of dice indicated.
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Rolls of 4+ score hits.
Rolls of 5+ are needed to score hits on a defended target.
Rolls of 6+ are needed to score hits on a fortified target.
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Roll an Armour save for each hit scored.
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Record final hits scored.
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Remove stands where sufficient hits are scored.
Drive back
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Roll a dice for each hit taken, rolling 1 less dice for defended units and 2 less dice for fortified units.
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Add the dice scores together and drive back the target unit by this distance.
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If any drive back dice roll 6s, the unit becomes confused.
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Units driven into enemy units, engaged units or friends who do not make way become confused.
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Units driven into impassable terrain or into friends who do make way are confused on the roll of a 6.
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Friendly units making way for driven back units are confused on the roll of a 6.
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A unit driven back further than its full pace move is destroyed.
Shooting at chargers
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Hits inflicted on chargers carry over into the first combat round.
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Chargers cannot be driven back.
Disregard odd hits
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At the end of the Shooting phase any odd hits are disregarded.