Continuing the Impetus series, we discuss how units shoot.
Note: The expressions Fire and Shoot are interchangeable in the rules and are not dependent on the specific era or weapon used.
1.
Procedure
Shooting is not compulsory, but units must be ordered to
shoot one-by-one.
A player rolls a number of dice equal to the unit’s VBU,
modified by a number of factors, such as range, type of target, Disordered,
etc.
Each “6” or “double-5” causes a DAMAGE point.
If there is any Damage caused on the target unit, make a
COHESION test by rolling 1D6 against a target number (the modified VBU,
adjusted by damage, Disorder, General’s presence, etc). If you have to make the
roll, the unit becomes Disordered after the test. The number by which the roll
is failed indicates the actual loss to VBU. Test is always passed on a “1”, and
always failed on a “6”.
There is a firing table providing modifiers to the number of
dice rolled for shooting depending on the weapon used by the unit. These seem
rather restrictive, but are in line with the movement rates. Another list of
modifiers follows the table, taking into account target type among other
things.
Failure of cohesion test does not result in retreat for most
units, however, elephants have their own set of rules for this issue.
2.
Limitations
There are a few paragraphs on firing arc (45 degrees from
straight ahead for most, and 360 degrees for CL), visibility of target, how to
measure distance to target, special cases (such as large units), and a list of
firing priorities.
ART C can use indirect fire under certain limitations.
Units with Pilum and Point-Blank Weapons have a section on
how they grant extra damage immediately prior to the melee phase.
3.
Defensive Fire
Missile troops (T) can perform defensive fire if charged frontally
before melee, if they pass a test to do so. Run through the damage procedure, if
necessary, before melee.
Wagenburgs can also use defensive fire but have some special
rules.
Next time, we take a look at how units engage in melee.
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