How to move units
Units in Burst of Fire move in a variety of ways depending on the unit type – by rolling one or multiple six sided dice or by a default amount of inches / centimeters. One thing always stays the same though: One move equals one action.
While infantry and support weapons will always move the same (short) distance, vehicles have to roll a specific number of D6. The amount of D6 you have to roll is determined by the speed of the unit and can be found in the army lists.
There are four individual types of movement: by foot, tracked, wheeled, on horseback. For planes, special rules apply. They sweep over the battlefield and always leave it once their task is done. So no need to roll the dice or use a ruler here.
Units and movement
|Unit type||Range single move||Note|
|Soldiers on foot||10cm / 4in||May move at the double.|
|Soldiers on foot with heavy gear||10cm / 4in||May not move at the double|
|Support weapons||5cm / 2in||May not move at the double|
|Vehicles & Horses||1D6 to 8D6||May move at the double|
|Vehicles towing support weapons||Range cut in half||May move at the double. Towing vehicle has to match towed support weapon.|
|Planes||Unlimited range||Do not move by rolling D6s but sweep over the battlefield and then stay off board.|
Movement on different types of terrain
On the battlefield, your units will encounter different types of terrain. Depending on the individual type of movement (by foot, tracked, wheeled, on horseback), your units will gain bonuses or suffer penalties on their range of movement. Some terrain types may not be entered by specific units at all.
The following table summarizes all types of movement, bonuses and penalties.
Movement and terrain
|Type of terrain||On foot||Wheeled||Tracked||Horse|
|Plains||no bonus or penalty||Abandon lowest die||Add highest die||Add highest die|
|Light Woods||no bonus or penalty||Abandon 2 highest dice||Abandon lowest die||no bonus or penalty|
|Dense Woods||No double move||May not enter||May not enter||No double move|
|Hills||No double move||Abandon 2 highest dice||Abandon 2 lowest dice||Abandon lowest die|
|Steep Hills||No double move||1D6 per turn||1D6 per turn||1D6 per turn|
|Crops and rough ground||no bonus or penalty||Abandon 2 lowest dice||Abandon lowest die||Abandon lowest die|
|Cobblestone and paved roads||no bonus or penalty||Add 2 highest dice||Add highest die||Add lowest die|
|Dirt roads||no bonus or penalty||no bonus or penalty||Add lowest die||Add lowest die|
|Rivers||Limit speed to 5cm / 2in||May not enter||May not enter||Limit speed to 5cm / 2in|
How to cross obstacles with infanry
Sometimes, natural and artificial obstacles have to be crossed during combat – maybe a hedge or a stone wall.
There are three different types of obstacles in Burst of Fire: low obstacles (waist high), medium obstacles (soldier height), tall obstacles (more than a soldier height).
To cross an obstacle, roll a D6. If the test is failed, the infantry unit is spent for the turn and may try agin next turn. If the obstacle is crossed, the unit is also spent for the turn.
Infantry crossing obstacles
|Obstacle height||Needed roll to pass (1D6)|
Note: Soldiers cannot fire their weapon(s) while crossing an obstacle. They may spend an action to cross the obstacle successfully and then fire. They may not fail the attempt and then fire.
How to cross rivers
Infantry and horses may cross rivers without using a bridge or any additional equipment like boats. If they do so, these units may only move at a limited range of 5cm / 2in per turn.
Note: Units crossing rivers will be an easy target for the enemy and will have a negative cover level of -2. (See movement on different types of terrain)
AFVs breaking through obstacles
Armored Fighting vehicles may break through wooden structures and obstacles like walls and hedges.The player has to roll 2D6 to see if the attempt is successful. This is the only action the unit may perform in this turn.
AFVs breaking through obstacles
|Obstacle type||Needed roll to breakthrough (2D6)|
|Small (hedges, fences, p.e.)||4 or higher|
|Medium (breast high stone walls, sheds p.e.)||6 or higher|
|Big (wooden houses, stone walls taller than a soldiers height p.e.)||8 or higher|
|Very big (Massive structures like stone houses p.e.)||10 or higher|
Freeing stuck AFVs
If the test fails, the unit is stuck and marked with a stuck token.
The crew may try to free the vehicle once per turn. To do so, roll 2D6. When the result shows 6 or lower, the vehicle is released and may move next turn.
Freeing stuck vehicles
|Effect||Needed roll (2D6)||Consequence|
|Vehicle freed||6 or lower||Vehicle may not move. Retry next turn.|
|Vehicle still stuck||7 or higher||Vehicle may move next turn|