Combat sequence
Combat in Burst of Fire is always resolved in multiple steps.
- Calculate range band
- Spot roll (if needed)
- Aim/accuracy roll
- Drift roll (if needed)
- Calculate attack roll (add/subtract range and level bonus/penalty)
- Perform attack roll
- Calculate collateral damage and blast radius (if needed)
- Perform effect roll
- Place effect tokens
- Adjust Combat Score (if required)
- Perform morale check
- Place effect tokens
- Adjust Combat Score (if required)
Effects of hits and morale checks are symbolized by the corresponding tokens the player will place next to the unit. Some of the tokens have a permanent character, while some of them only last for a turn. (See Appendix tokens)
Here is a summary of the dice you need to roll during attacks.
Table Dice rolls during combat
Type | Dice rolled | Note |
Spot Roll | 1D6 | Only needed when target is not in close range or in the open |
Accuracy / Aim Roll | 4D6 | Only needed for artillery or any kind of grenades |
Drift Roll | 8D6 | Only needed for artillery or any kind of grenades |
Attack Roll | 4D6 | Must match or be below attack value of the weapon. Add bonuses. Subtract penalties. |
Effect Roll | 2D6 | Only applies when enemy unit is hit |
Morale Check | 2D6 | Only applies when unit is hit. Must match or be below force morale rating. Add bonuses. Subtract penalties. |