Combat
Roll less than or equal to modified skill on a D12 to hit. Natural 12 always misses. If modified skill roll needed to hit is between -4 and 0, a roll of 1 will allow a second roll on the Impossible Shots table to confirm a hit.
Combat
Roll less than or equal to modified skill on a D12 to hit. Natural 12 always misses. If modified skill roll needed to hit is between -4 and 0, a roll of 1 will allow a second roll on the Impossible Shots table to confirm a hit.
Fire Combat To Hit Modifiers to Shooter's Skill
Kneeling and Prone mods lost below 2" range.
Braced aimed shot +1
Appearing Targets
Target first seen by shooter during target's preceding unit activation. -1
Target first seen by shooter during current unit activation. -2
Armor and shields
Bows and thrown subtract target armor and -1 for small shield, -2 for large shield. Note shield sticking rule if shield makes the difference versus javelins, etc.
Shotguns & other low velocity smoothebores -1 for armor 3 or 4
Shooter's wound level
-wound points
Moving Shooter
Moving shooter can't aim, so take -2 for 0 aim time snap shot.
If moving more than 3" walk pace, mod ifier is -4 instead.
Fixed Bayonet -1
Damage Modifiers
Fire
Attacker's Weapon Mod
+1 Extreme Range
Bows & thrown weapons are +1 if Target Armor 3 or 4
Melee
Attacker's Weapon Mod
+1 if Target Armor 3 or 4 +2 if Attacker hits by 3