3.2. Phase 2. Artillery fire

3.2.1. When Firing, target must be declared for every battery.
3.2.1.1. Default target is closest Unit with its Flagpoint on shooting sector.
3.2.1.1.1. Shooting sector is width of Battery's front - 1 BD or 1/2 BD, wich expands by 1/4 BD after every 1 BD distance.
3.2.1.1.1.1. Fortified, Dense and parts of Grand Batteries always have 1/2 BD front.
3.2.1.1.1.1.1. Grand Battery is two batteries sharing 1 BD front or group of such pairs.

3.2.1.2. Orderless General near Battery allow:
3.2.1.2.1. to give Start Fire Order. Battery then fires on every Turn until..
3.2.1.2.1.1. ..Stop Fire order will be given.
3.2.1.2.1.2. ..all targets are eliminated.
3.2.1.2.1.3. ..out of Ammo.
3.2.1.2.2. to give Stop Fire Order.
3.2.1.2.3. In case of presence several targets on firing sector Battery may shot other targets instead default ones.
3.2.1.2.3.1. If target Unit's Flagpoint is out of Firing Sector, but some bases are shootable, then Battery fires as it virtually is without one Officer (Life).

3.2.1.3. Batteries under moving-limbering-unlimbering order don't Fire. Firing Batteries don't do anything else on this Turn.

3.2.1.1.2. Distance from Battery's Flagpoint to Target's Flagpoint (or to closest trooper base in case of flanking fire) are measured.
3.2.1.1.2.1. When arguing may occur, then shorter distance is used.

3.2.1.1.3. Between Battery and Target there must be no obstacles, wich impede direct aiming:
3.2.1.1.3.1. Other Units on same level.
3.2.1.1.3.1.1. If Battery stands on the edge of higher contour level, then it is possible to shoot down over troops and buildings, which are closer than 1 BD.
3.2.1.1.3.2. Higher ground (woods, buildings) between Battery and Target on same level.

3.2.2. For shooting one or two D10 dices are thrown.
3.2.2.1. Elite Battery (Drill=3), with two Officers alive, throw 2d10. The better (lower) score count.
3.2.2.1.1. Elite Battery with only one Officer alive, throw 1d10.
3.2.2.2. Standard Battery (Drill=2) with two Offivers alive, throw 1d10.
3.2.2.2.1. Standard Battery with only one Officer alive, throw 2d10. The worser (higher) score count.
3.2.2.3. Conscript Battery (Drill=1) throw 2d10, the worser (higher) score count.
3.2.2.3.1. Conscript Battery with only one Officer alive, add (+1) to it score.

3.2.3. Cumulative Modifiers will be added to throwing results.
3.2.3.1. Battery condition modifiers:
3.2.3.1.1. Experiense reduces (improves) die scores by it value (-Experience).
3.2.3.1.2. Missing of Drum - increases (worsens) die scores by one (+1).
3.2.3.1.3. Missing of Flag - increases (worsens) die scores by one (+1).
3.2.3.1.4. Conscript Battery with only one Officer (Live) increase (worse) die score by one (+1).
3.2.3.1.5. Three or more Gunpowder Smoke Markers in front of Battery increases (worsens) die scores by one (+1) per every Marker more than 2.

3.2.3.2. Target's Formation Modifier.
3.2.3.2.1. Shooting against Column, Mob, Square or Flank of Line - reduces (improves) die scores by one (-1).
3.2.3.2.2. Every Unit behind the Target until to 1 BD to each other , reduces (improves) die scores by one (-1).
3.2.3.2.3. Shooting against Skirmish or Screening Groups - increases (worsens) die scores by three (+3).

3.2.3.3. Target's Protection Modifier.
3.2.3.3.1. Landscapes Protection increases (worsens) die scores by it value (+Pr).
3.2.3.3.2. Buildings Protection increases (worsens) die scores by it value (+Pr).
3.2.3.3.3. Three or more Gunpowder Smoke Markers in front of target increases (worsens) die scores by one (+1).

3.2.3.4. Battery against Battery.
3.2.3.4.1. Shooting against other Batteries - increases (worsens) die scores by three (+3).
3.2.3.4.2. Shooting against the Flank of Battery - reduces (improves) die scores by one (-1).
3.2.3.4.3. Shooting against the Grand Battery - reduces (improves) die scores by one (-1).
3.2.3.4.4. Shooting against limbered Battery - reduces (improves) die scores by two (-2).

3.2.3.5. Intense shooting markers. (Optional)
3.2.3.5.1. After shooting there will be placed some Gunpowder Smoke Marker on front of Battery.
3.2.3.5.2. After Artillery Fire phase, if Battery don't fired on this Turn and if Weather Options are't in use, one Gunpowder Smoke Marker will be removed from front of Battery.

3.2.4. Marking Casualties.

3.2.4.1. Artillery Fire Chart must be used for determining Casualties.
3.2.4.1.1. In Chart there are shown Results of shooting for every possible distance per every modified dice score.
3.2.4.1.2. In Chart there are shown separate Results for 6" and 12" Batteries.
3.2.4.1.3. Results are shown as amount of cumulative "Hits" and "Kills" to Target(s).
3.2.4.1.4. Possible Casualties for Batteries himself will be marked after Artillery Fire Phase, so they don't affects Battery's Fire on this Turn.
3.2.4.1.5. Firing against multiple Targets by same Battery causes at least 50% possible casualties to main Target.

3.2.5.2. If Artillery fire causes lost of some Officer(s) to Target, then targeted Unit goes through Forced Bravery Test. (4.3.3)

3.2.6. Special Events instead on Marking Casualties.
3.2.6.1. Throwing pure "1" when firing against Buildings and Fortifications.
3.2.6.1.1. Shooter Player may choice to reduce Buildings Protection by one (-1), until zero, instead of causing casualties to troops inside/behind.
3.2.6.1.2. Building must be on distance, where it is possible at all to cause casualties to protected troops.
3.2.6.2. Every Artillery Shot may cause an optional Special Event (4.3), if an unmodified "0" is thrown. Otherwise "0" means missing and still unmodified.

3.2.7. Every Artillery Fire consumes one Ammo. Without Ammo guns don't shoot. (Defensive Fire is not affected by lack of Ammo.)