Dress on the Colors: QRS 5 - Comprehensive Ranged Modifiers

1. Attacker Accuracy (To-Hit Modifiers)

Applies directly to the firing dice (Base 4+ or 5+). All hits are capped at a roll of 6.

ConditionModifierNotes
Enfilading Fire+1Firing from behind target's 90° flank line.
Disordered Firer-1Unit has a Disorder marker.
Gunsmoke Obscuration-1Firing through smoke beyond 6.0".
Friendly Skirmish Screen-1Firing through own detached skirmish screen.
Sharpshooter TraitReroll 1Re-roll exactly 1 missed die at Medium Range.

2. Volume of Fire (Dice Pool Modifiers)

Alters the number of dice rolled per stand.

ConditionDice PoolRange Restriction
Smoothbore Buck & Ball2 Dice / StandPoint-Blank (0-4") Only
Magazine Repeaters3 Dice / StandPoint-Blank (0-4") Only
Artillery Canister4 Dice / GunPoint-Blank (0-4") Only
Assault Column2 Dice MaxOnly front rank stands may fire
Road / March Column0 DiceProhibited from firing

3. Defender Protection (Cover Saves)

Save made per hit. Every 2 unsaved hits = 1 Stand Removed.

Terrain / ConditionSaveNotes
Open Ground / PastureNoneAll hits count.
Light Cover (Fences, Woods)5+Includes Crestlines & Orchards.
Heavy Cover (Stone Walls, Earthworks)4+Includes Sunken Roads.
Prone Reload Bonus5+Skirmishers/Dismounted Cav with Breechloaders/Repeaters in open ground.

Cover Save Penalties

4. Psychological Impact (Discipline Modifiers)

Target must roll 1D6 against their rating (Vet 3+, Reg 4+, Grn 5+) if attacker rolls a Natural 6.

ModifierValueCondition
Fresh Unit+1>75% stands remaining.
In Cover+1Target in Light or Heavy cover.
Attached Brigadier+1Brigadier base-to-base with unit.
Second Line of Battle+1Friendly unit within 3.0" behind.
Spent Unit-1<35% stands remaining.
Crossfire-1Fired on by multiple units this phase.
Out of Command-1>12.0" from Brigadier.

5. Artillery Area Effects (Plunging Fire)

Triggered by Natural 6s rolled by artillery, affecting a secondary unit within 4.0" behind the target.