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
When a figure uses the Fire Deed, the attacker suffers −1 Aim if they have moved this Turn, and −1 Aim if their target has moved this Turn — at most −2. There is nothing to count: each figure has either moved or it has not.
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 remain Engaged. (→ 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, Aid, 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)
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)