Dress on the Colors: QRS 3 - Ranged Combat

1. Firepower Target Numbers

Count the number of physical stands firing. Roll 1D6 per stand. Compare the die result to the Target Number below to score a Hit.

Weapon ClassShort
(0-6")
Medium
(6-14")
Long
(14-20")
Smoothbore Musket3+5+-
Rifled Musket4+4+5+
Breechloader / Repeater3+4+5+
Artillery (Canister)2+--
Artillery (Roundshot)-4+5+

Shooting Modifiers (Apply to Dice Roll)

Arcs of Fire & Line of Sight

Units may only target enemies within their 45° Forward Arc. Measurements are taken from the front edge of the bases. Units must target the closest unengaged (not in melee) enemy unit in their arc.

2. Cover Saves & Casualties

For every Hit scored by the attacker, the defender rolls 1D6 to attempt a Cover Save. If the save is passed, the hit is ignored.

Cover Save Target Numbers

Applying Casualties (Micro-Hits)

It takes 2 unsaved hits to permanently kill a physical stand.

The Suppression Trigger

Any Natural '6' rolled by the attacker during the To-Hit roll (regardless of modifiers or cover saves) triggers Suppression. The defending unit must pass an immediate Discipline Check or receive a Disorder Marker.

3. Gunsmoke & Enfilade

Gunsmoke Obscuration

Whenever a unit fires while stationary (did not advance this turn), place a cotton Gunsmoke Marker touching its front edge.

Flank & Enfilade Fire

To claim Enfilade (flanking) fire, the attacking unit must begin its turn entirely behind the target's front baseline (an imaginary line extending endlessly to the left and right of the target's front edge).