3.3. Phase 3. Skirmish fire

3.3.1. Skirmishers
3.3.1.1. Infantry Units have a certain number of trained light infantrymen, sharpshooters, who are available for skirmishing in the "Skirmish fire" phase.
3.3.1.1.1. The maximum number of light infantrymen platoons available for skirmishing (skirmishers) = Drill + Experience. (2.3.3.1.6)
3.3.1.1.2. Every missing "life", Drum and Flag decreases the number of available skirmishers by 1. (2.3.3.1.6.2)

3.3.1.2. Infantry Units have a limited capability to use these light infantry men at once, described by the number of shots available of 1d10 per turn.
3.3.1.2.1. Amount of shots which Unit may shoot in skirmish phase, if there are available skirmishers = Type. (2.3.3.1.5)
3.3.1.2.2. Standing in Square or Garrisoning Buildings decreases the number of available shots by 1.
3.3.1.2.3. Every Skirmish Group (3.3.2) sent out, decreases number of available shots by 1.
3.3.1.2.4. If number of skirmishers available is less than the number of available shots, then only that number of skirmishers will shoot.

3.3.1.3. Skirmishers may shoot in every direction up to 2BD. Only one shot is available to the flanks or rear, other shots must be to the Unit's front.
3.3.1.3.1. If there is an enemy Cavalry Unit on open ground (no Protection) between Units, closer than 3BD and with its front facing approximately toward a skirmishing Unit, then the skirmishers don't act in this direction.

3.3.1.4. If a Unit has Regimental Artillery (small-caliber Gun model), then this is considered as an additional skirmish shot, covered by crew instead of skirmishers.
3.3.1.4.1. Regimental Guns may fire only straightforward.
3.3.1.4.2. Regimental Guns may fire toward cavalry.

3.3.1.6. Skirmish shots take effect if "1" is thrown on 1d10.
3.3.1.6.1. When shooting against troops behind Protection, two scores of "1" are required.

3.3.2. Skirmish Groups
3.3.2.1. In the Movement Phase the Crack and Light Infantry Units may send out one officer with larger bands of skirmishers to form a Skirmish Group.
3.3.2.2. The Possible number of Skirmish Groups per Unit at any one time = Type-1.
3.3.2.3. The main activity of Skirmish Groups is shooting in the Skirmish Phase.
3.3.2.3.1. Every Skirmish Group may shoot one shot (1d10) in its chosen direction at targets up to 2BD away.
3.3.2.4. Skirmish Group shots take effect if the modified score of 1d10 is equal or lower than the Skirmish Group's mother Unit's Battle Value "Fire" (Drill+Experience).
3.3.2.4.1. The dice score will be modified by +1 for missing Drum and by the target's Protection value (+Pr) if it is in cover.

3.3.3. Screening Groups
3.3.3.1. In the Movement Phase Light and Irregular Cavalry Units may send out one officer with larger bands of riders to form a Screening Group.
3.3.3.2. Possible number of Screening Groups per Unit at any one time = Type-1.
3.3.3.3. One activity of Screening Groups may be shooting on Skirmish Phase.
3.3.3.3.1. Every Screening Group may shoot one shot (1d10) on choised direction up to 2BD, if they have firearms (Ca) available.
3.3.3.4. The Screening Group's shots take effect if "1" is thrown on 1d10.
3.3.3.4.1. When shooting against the troops behind Protection, two scores of "1" are required.

3.3.4. Every successful shot causes a "Hit" to the target.

3.3.5. Every Skirmish Shot may cause an optional Special Event (4.3), if an unmodified "0" is thrown. Otherwise "0" means missing and still unmodified.

3.3.6. In case of skirmish fire exchanges between Units, losses will be marked after both sides have fired.
3.3.6.1. If it is necessary to spread losses over several targets, then this must be done as evenly as possible by the player whose units take losses.

3.3.7. Skirmish shots don't need Ammo.