Any Character with a ranged weapon who is in range may make a Fire attack. This follows a similar process to an Assault:
Both Characters roll D12; the attacker adds their Aim and the defender adds their Might.
If the attacker wins, they deal damage equal to the difference between the rolls. Ties deal no damage.
If the defender wins, no damage is dealt.
Close Fire
When using the Fire Deed at a target within 6”, gain Advantage on any dice rolled.
Moving Target
If a figure uses the Fire Deed and they, or their target, moved this Turn, the attacker suffers −1 Aim for every Move Deed taken by either figure.
High Ground
When a Character attacks or defends in an Assault or Fire Deed from a position more than 2” above their Foe, they gain +1 Might and +1 Aim on those Deeds.
Crowded Target
When a Character uses a Fire Deed on a Foe 1” or less from any other Character, randomly determine which target is hit by the Fire Deed.
Terms on this page
Advantage
Roll two D12 and take the higher / the lower; both at once cancel. (→ Core Concepts)
Aim
[0] Bonus to Fire Deeds. (Also a Deed, cost 2, granting Advantage on a Fire Deed.) (→ Recruitment; Deeds)
Assault
Close combat within 1". Both roll D12 + Might; the winner deals damage equal to the margin (less the loser's Ward), then may push 2" to break off or fight on. (→ Close Combat)
Character
Any miniature in the game, whichever side; a basic character costs 50 Supplies. (→ Core Concepts; Recruitment)
Deed
One action within an Act. Standard Deeds: Move, Assault, Fire, Aim, Climb, Guard, Hide, Stand, Use. Some cost more than one Deed. (→ Deeds)
Fire
Ranged attack: attacker rolls D12 + Aim, defender D12 + Might; the attacker deals the margin as damage if they win. (→ Ranged Combat)
Foe
An opponent character. (→ Core Concepts)
Might
[0] Bonus to Assault, and to defence against Fire. (→ Recruitment)
Move Deed
Moves 3" + Pace on the first of an Act, 3" on later ones (floor 0"); costs +1 Deed through Difficult Ground. (→ Deeds)
Turn
One round: roll Initiative, then sides alternate activating one character at a time until all are Tired; then Tired clears and a new Turn begins. (→ Deployment & Turn Structure)