Shooting at a Glance

Targets

  1. Units shoot once per turn at the closest visible enemy unit.

Range

  1. Most missile armed troops can shoot at the enemy up to 30cm away.

Attacks

  1. Total the Attack value for the shooting unit.

  2. Roll the number of dice indicated.

  3. 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.

  4. Roll an Armour save for each hit scored.

  5. Record final hits scored.

  6. Remove stands where sufficient hits are scored.

Drive back

  1. Roll a dice for each hit taken, rolling 1 less dice for defended units and 2 less dice for fortified units.

  2. Add the dice scores together and drive back the target unit by this distance.

  3. If any drive back dice roll 6s, the unit becomes confused.

  4. Units driven into enemy units, engaged units or friends who do not make way become confused.

  5. Units driven into impassable terrain or into friends who do make way are confused on the roll of a 6.

  6. Friendly units making way for driven back units are confused on the roll of a 6.

  7. A unit driven back further than its full pace move is destroyed.

Shooting at chargers

  1. Hits inflicted on chargers carry over into the first combat round.

  2. Chargers cannot be driven back.

Disregard odd hits

  1. At the end of the Shooting phase any odd hits are disregarded.