Infantry Shooting

  1. Nominate an enemy unit to shoot
  2. Check Line of Sight
  3. Measure Distance to target
  4. Roll Attacks
  5. Resolve saves
  6. Enemy unit will be forced to take a leadership check if there are any hits on the unit.

Line of Sight

Line of sight (LoS) determines if you can attack another unit.  If you can see an enemy model you can target that unit.  However, only members of your unit that have direct LoS to the enemy may fire.  And only those members who are in LoS can be hit.

An exception to this rule is when dealing with area terrain (like a forest) that may not have clearly defined borders.  You can see enemy models that are within 2″ of the border of the forest terrain (ie, units that are within a couple of inches inside the border can be seen and fired at. However, units that have more than 2” of forest terrain between them and their attacker are considered to have LoS blocked.  If both units are within the forest then view range is 4″.  Units on the other side of a piece of forest terrain cannot be seen (talk this over with your opponent before the game)

Be generous here.  If a unit is occupying a piece of terrain you don’t have to draw line of sight from each barrel… that just slows down the game and kills everyone’s fun.  For example, if you’re occupying the second floor of a large warehouse, you might tell your opponent, “hey we’re on the front side of the warehouse – so we should be able to fire at things in a forward direction”  This allows you to have cool looking terrain without having to have a lot of discussion around how well that cool resin building you bought and painted up mimics reality.  Shuttered or boarded up windows shouldn’t stop you from shooting.  But remember, it works both ways.

Have this discussion with your opponent at the start of the game as to whether or not the piece will block line of sight to units shooting across it.  Or, if you’re moderating a game, make sure you work this into your pre-game breiefing.

 Pro Tip – Having this talk with your opponent at the beginning of the game is great, but also discuss it again when your unit moves into that position rather than when they’re about to be fired on. 

Measuring distance and arcs of fire

For infantry, measure from the front of the base to the front of an enemy base.  For vehicles, measure to the vehicle’s hull.

  • Infantry are have a 360° arc of fire
  • Field guns have a 90° arc of fire
  • Vehicles with a turret are 360°
  • Vehicles with a hull mounted gun have a 45° field of fire.

Getting into position

Anyone in the squad who has line of sight and range to the target can fire.  Models that don’t have line of sight or range to the target will lose their opportunity to fire but they can still move so they will be able to fire in the unit’s next activation as long as they retain coherency and don’t move more than the unit’s movement rate.

Here is an example, let’s say that Unit A has 5 team members and have declared a Fire-Fire action but only three have line of sight to their target.  For the first round, only three fire and the other two move to get into position (assuming they can).  For the second round of fire, all 5 would shoot.

Note – you cannot shoot through another unit unless you are in an elevated position but models in your own unit do not block your LoS.

Splitting fire

Even though you have two activations, your models just don’t have time to lay down accurate fire on more than one target.  If your squad has a model with an anti-vehicle weapon, those weapons may fire at a vehicle.  Once a weapon has fired at a unit, it must continue to direct fire at that unit for the turn.

Design note – you can’t fire at multiple units because each fire action will cause them to take a pinning check.  Being able to fire freely at 4 different units would effectively break the way we’re approaching combat stress (ie, pinning checks)  An exception is made for Anti Vehicle weapons only.

Cover saves

When 50% or more of the models in your unit are in base contact with or behind area terrain, you are said to be “in cover.”  You can also gain cover by having intervening terrain features or other units between you and your attacker.  The following rules apply:


As a rule of thumb, you should discuss how cover will be assigned to different terrain features BEFORE the match starts.

Terrain and shooting

For the most part, you should rely on line of sight to determine of a unit is in cover.  However, there are some general guidelines that you can follow:

  • Treat any terrain features that are on their own base as giving a cover save to any infantry unit physically on that base. If both your unit and the enemy unit occupy the same terrain feature, you both benefit.
  • Sometimes the entire unit will not be on that base or in cover. In these cases treat any unit that has 50% of the models on the terrain feature as benefiting from cover and units with less than 50% as being out of cover.
  • As a general rule of thumb, if you are shooting through wooded terrain, you can see 2” into the woods – beyond that the target is out of sight. If two units are engaging in a woods terrain feature, they must be within 4” of each other.  Make sure to discuss this with your opponent before the game starts to avoid confusion.

Modifiers to your Fire roll

There are four modifiers to your roll to hit.

  • If you’re at ½ of the weapon’s effective range or less, then you will add +1 to your roll.
  • If you’re shooting beyond your effective range then you will subtract 1 from your roll.
  • If you’re shooting at a unit of 3 or fewer models then you will have a -1 penalty to hit.
  • If the unit you are shooting at is pinned they you will have a -1 penalty to hit.

Hit the Deck

A unit can “hit the deck” while being fired upon.  This will give them a +1 to their cover save, but they will be automatically pinned and will have to roll a morale check in their next turn to unpin.  Note – they will also benefit from the -1 penalty the shooting unit incurs for firing at a pinned unit.  You will need to declare that your unit will “hit the deck” before your opponent rolls to hit you.  If you forget to “hit the deck” until after your opponent rolls, then you can still claim the cover bonus, but you can’t retroactively affect his score to hit you.  (ie, if you snooze you lose)

Example – a unit of 5 colonial marines declares a fire-fire action against a group of 4 insurgents in a ruined building.  The insurgents decide to hit the deck.  As a result, the marines who normally hit on a 4+ are now hitting on a 5+ and instead of a 4+ save they can take a 3+ save.

Infantry Weapons

Infantry WEapons

  • Rate of Fire – each weapon will get that number of shots to take during each fire action
  • Effective Range – Different weapons have different effective ranges.  Shots taken at 1/2 effective range gain a +1 bonus to hit and shots taken outside of effective range are taken at a -1 penalty.
  • Armor Mod – this applies to armor saves only.  You may take cover saves as normal


  • RPGs, Anti Tank launchers and grenade launchers can only be fired once per turn unless otherwise noted.
  • Flamethrowers are extremely terrifying.  Troops attacked by a flame thrower must take a morale test at a -1 modifier.  Also, flamethrowers ignore cover saves.