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 Class | Short (0-6") | Medium (6-14") | Long (14-20") |
|---|---|---|---|
| Smoothbore Musket | 3+ | 5+ | - |
| Rifled Musket | 4+ | 4+ | 5+ |
| Breechloader / Repeater | 3+ | 4+ | 5+ |
| Artillery (Canister) | 2+ | - | - |
| Artillery (Roundshot) | - | 4+ | 5+ |
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.
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.
It takes 2 unsaved hits to permanently kill a physical stand.
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.
Whenever a unit fires while stationary (did not advance this turn), place a cotton Gunsmoke Marker touching its front edge.
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).