Open Fire (Unengaged)
The Active player chooses a Pistol, Rifle, Heavy, or Grenade weapon on the Active model's entry, then follows these steps:
1. Choose Target
The Active player chooses a Target for the Attack. This must be an Enemy model that is Visible to the Active model. If the Active model’s view of the Target is Obscured, the opposing player can declare that the Obscuring model is Blocking the Shot. If they do, the Attack must now Target the model Blocking the Shot, or another non-Obscured Enemy model.
Weapon Ranges
All non-Melee weapons have an Effective Range listed in inches after their Type – for example, Pistol (8”). Attack tests made against Targets outside this range are Unlucky. Weapons with the CQB (Close-Quarters-Battle) Trait cannot Target models outside of its Effective Range.
2. Declare Supporting Fire
After choosing the Target of a Ranged Attack, the Active player may choose a number of Friendly Unengaged models equal to, or less than the Attacking model's Charisma, and within its Control Area to give Supporting Fire.
The Attacks Target must be Visible to all models giving Supporting Fire, and be within Range of at least one non-Heavy, non-Grenade weapon in their model entry. If these conditions are met, the model may give Supporting Fire, if they do, they Take Fatigue.
3. Make the Attack Test
Using the Weapon Profile of the weapon chosen when declaring this Action, the Active player makes a Ranged Attack Test (X). When creating the Dice Pool for the Test, gain Bonus Dice according to the following:
- Gain 1 Bonus Die for each model giving Supporting Fire.
- Gain 1 Bonus Die for each Harm the Target has.
- Gain 1 Bonus Die if the Target is Wide Open.
If the Test is Failed, the attack deals no Damage and the Action ends. If the Test is Passed, continue to the next step.
4. Inflict Damage
Inflict Damage on the Target equal to the number of Hits in the Pool, as described in Damage Resolution.