Ranged Combat defines the resolution of offensive engagements between Units separated by distance. This process is governed by a sequential logic where an Attacker resolves a Shoot Action against a designated Target. Legal resolution requires the Attacker to satisfy spatial requirements regarding Line Of Sight and Range prior to the generation of the Attack Pool.
1. Target Nomination And Validation: The player declares a Shoot Action and Nominates an Enemy Unit as the Target. Validation is determined by establishing a Trace from the front edge of the Attacker’s Unit Base to any portion of the Target’s Unit Base. Visibility is reciprocal; if a Trace is established from the Attacker to the Target, the Target maintains Line Of Sight to the Attacker. All Units are restricted to a 180-degree Firing Arc extending from the designated front edge of the Unit Base.
- The only exception to reciprocal visibility is an attack resolved by a Unit possessing the Indirect Keyword. In this circumstance, the Attacker is not required to be visible to the Defender.
2. Range Verification: The distance between the Attacker and the Target is calculated using the Unit Base as the absolute mechanical authority. A player selects any point on the Attacker's front Firing Arc and any point on the Target Unit's Base to verify engagement eligibility. Target Units are categorized according to three distance brackets: Short Range, Long Range, and Out Of Range.
- Any measurement exceeding the Short Range threshold but remaining within the maximum Long Range is subject to a +1 Target Modifier penalty to the Hit requirement.
- Units are prohibited from resolving a Shoot Action against a Target positioned entirely beyond the maximum Long Range limit, categorized as Out Of Range.
- If any portion of a Target Unit satisfies visibility and Range requirements, the entire Enemy Unit is eligible for Nomination.
3. Generate Attack Pool: The player generates an Attack Pool by multiplying the printed Ranged Attack Stat by the quantity of physical Unit Bases currently remaining in the Unit. Situational Target Modifiers are applied to determine the final Hit requirement. The baseline requirement for a Hit is a result of 4 or higher (4+).
- A Unit is eligible to receive the Cover status if all physical Unit Bases in the Unit are positioned 50% or more within the perimeter of Area Terrain or other terrain types that explicitly provide Cover. If any single Unit Base is positioned less than 50% within the perimeter, the Unit does not receive the bonus.
- Targets possessing the Cover status grant a +1 Target Modifier penalty to the Attacker.
- If the Attacker establishes Line Of Sight from within the Target’s rear 180-degree arc, the Target is categorized as Flanked and the Attacker receives a -1 Target Modifier bonus.
- Units possessing a Dash Token grant a -1 Target Modifier bonus to the Attacker.
- Modifiers are cumulative, but the final requirement cannot be modified to a value easier than 2+ or more difficult than 6+.
4. Attack Resolution And Shaken Check: The player casts the gathered Attack Pool against the calculated Hit requirement to identify successful Hits. Immediately following the verification of Hits, the player must resolve a Shaken Check. If the total quantity of Hits generated in a single resolution meets or exceeds the Target’s Courage Stat, the Target Enemy Unit immediately receives a Shaken Token.
5. Resolve Defensive Saves: The Defender resolves a Save Roll to mitigate assigned Hits. The Defender generates a Defense Pool consisting of 1 six-sided die for every Hit assigned. These dice are rolled against the printed Unit Save Stat. Every result that meets or exceeds the Save Stat successfully negates 1 Hit. Any results remaining unnegated after the resolution of Keywords or Tactical Points are categorized as Unsaved Hits.
6. Damage Application And Casualty Removal: Unsaved Hits are assigned to the Target Enemy Unit as permanent Wounds. The Unit Wound Pool is incremented for every Unsaved Hit received. When the total quantity of Wounds meets or exceeds the Unit Wound Stat, 1 physical Unit Base is removed from the Play Area as a Casualty. Ranged Combat resolution is finalized once all Casualties are removed and the Attacker continues its Activation.
- If the quantity of Unsaved Hits exceeds the Unit Wound Stat multiple times, the process repeats until all damage is assigned and the corresponding quantity of Unit Bases are removed.
- The owning player of the Target Enemy Unit selects which specific physical Unit Bases to remove but must maintain Unit Coherency.
- If the final physical Unit Base of a force is removed, the Unit is categorized as Destroyed and its Initiative Token is removed from the Match.
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