 In this video for Firefight 2nd Edition, we're going to explain how shooting works. So we're going to look at kind of shooting in the open, shooting in cover and what will happen when your kind of troops get removed from the table, I guess. So Matt, you're sadly going to shoot my lovely rats over here. I don't think they're so lovely. So my Enforcer Operative team here have decided that they're going to shoot these guys here. They obviously consider them a quite a nasty threat. Now shooting, as with movement, you measure your range from the leader model. But it's from my leader model to the closest point of your unit, which is why it's important. One of the first reasons is where you put your things, because it might be that you can actually get out of range or put yourself too close to some of my weapons. So as long as he's in range, or you measure the range, any eligible weapons from my squad, because they might have different weapons with different ranges, any ones within that range are all eligible to shoot. Okay, so I guess you might have some units where someone might have a shotgun or a flamer or something like that. That might be out of range, but the rest can all shoot away. So at that point, it doesn't matter where these are. So you imagine that they're actually moving around and getting the best fire positions, et cetera, as part of that action. But the range is always to the closest model in the target unit. So as we discussed before, we're going to look at the number of dice for the weapons that I'm rolling. My laser rifles here were all two dice. I've got five guys, so I'm going to be rolling 10 dice to two. Remember my shoot value was four. So normally I'd need fours to hit you, but because your guys are brave and skulking behind this wall. Tactical. That's right. They're in cover. Okay. Now that's minus one. So effectively subtracting minus one from every result I get. In effect, what I needed fours, I now need for fives. Okay. So statistically, obviously half of these are going to... Yeah. Roll in there. Yeah. Looking for fives or more. I've got one, two, three, four there. Now, unlike dead zone, we don't have exploding... I was just about to ask if they exploded. No, exploding eights in this game. And I think the reason for that, I guess, was because you're rolling quite a lot of dice here. Yeah. If they're all starting to explode... Yeah. You'd lose track, especially if you've got other re-rolls and stuff as well. Yeah. Okay. Yes. Obviously with dead zone, you kind of five or six dice is the most you're going to typically roll. Yeah. Unless you really put yourself in a bad position or a great position. So if I take these out, one, two, three, four, I'll clear these ones away. So I've got four that have hit. Right. Now I need to roll to damage you. Okay. This is where I need to ask you what your armor is. Ten. Ten. No, ten. Don't believe you're off. It's five plus. Five plus. So now I roll these dice again. Now, if I had something like an armor piercing on my weapon that would reduce your armor. Yeah. But I don't have anything there. So I need five plus to match your beat your armor. Just the one. Okay. Now that means I cause one damage. So that means you lose one HP, one health point. Okay. Off your unit. Now I believe they only have one each. Yeah. My HP is one. So you would remove one of your models. So I literally take out the unit. Yep. And can I choose? You can choose whichever ones you want. And remember it's always the leader that goes at the end. Okay. So Mr Pointy will be left at the end. So that poor rat gets killed is off the table. Yeah. Now your big guy here is actually a unit upgrade, a specific unit upgrade of a type called a drone. Yeah. Now drones like the leader can't be removed normally by shooting like that. They survive until the end. Yeah. Because they're a unit enhancement rather than really rather than a model in their own right. The only way you can take them out is with a sniper. Okay. Then you can actually I could actually specifically say no remove that model. Oh right. So rather me choosing you'll be like actually I want you to get rid of that. Heavy burst laser or whatever the equivalent. You've got to take that drone out. Okay. So are you done now? You've killed one poor rat. Yeah. Now obviously I wouldn't be able to shoot again because that would be a second of the same action. But if I hadn't moved already maybe I could move back to an advance and move back into cover or something like that myself. Okay. So yep. So they are now done. So that cover really helped them. Yeah. Yeah. Okay. Now at this point what I'm going to do is I think that's quite a nasty unit and they're probably going to come and eat me. So we'll talk about it a bit later but I'm going to spend a command point at this stage and do a second activation. Right. So rather than hand back to you. Yeah. I'm going to use one of my command eyes which I'd have rolled at the beginning of the turn and say okay I'm going to activate a second unit. Okay. Now I'm going to do that once. I can't keep activating units. Once you've activated the second one like that I have to pass back to you. So I guess that's what we were talking about earlier on about it can be quite dynamic in how you react to your opponent. So if you see an opportunity to kind of activate another model then it might actually help you turn the tide. Yeah. So I'm going to spend that command point. I'm going to move him. He's going to advance out. He also has a 6-12 so he's going to move six to there. Now at that point he's got a clear line of sight to them that's not blocked. If it was partially blocked either by them or by the hedge again they'd be in cover. Okay. So he's now going to shoot them. Now he has six dice on his gun and he also requires a four plus. And this time it's just a direct four. You're out in the open so it's just going to be fours as normal. So we're all for that and I've got one, two, three, four. Yep. Okay. So five plus again for their armour. Five plus again. Now I don't have any armour penetrating your game but I do have pinning. Okay. At this point I've hit you even before I was causing you damage. As long as I've hit you once your unit is now pinned. Okay so I can mark that. So I've got a little token. So I've got a little token there to pin. Now what pinned means is when they activate the first thing they have to do is spend a short action to remove that pin marker. Okay. And also if they, in an assault they're at minus one to hit. Right. And in a nerve test they take a minus one as well. Okay. So it's quite good then I guess to negate some, if you're worried about someone actually to pin them. Yes. Actually will then make them worse and stop them potentially charging or something like that. Yes it wouldn't be able to sprint of course because they have to spend a short, the first short action clearing the pin. Okay. And then a sprint to do the longer movement is a long action so they won't be able to do that. Now you can clear pin markers with your command points. Okay. At the end of the turn if you've got any left. So he's going to, so he's pinned them just because he hit them. Yeah. I'm going to roll to damage with your fights. Five plus, yep. Just the one. So again you lose the one model. I'll take this one up at the back because I think he's the most cowardly. Okay. And there we go. At this point he's, he would be activated as well and I'd have activated both of my, both of my units. Okay. And that's really the basics of shooting. Absolutely. Now if I had, say I had a heavy weapon in there that was different, had his own keywords or maybe it had armor penetration and the other weapons didn't. It's quite simple. Like in any other system you just roll different colored dice. Okay. So maybe, you know, I had a weapon that had, gave me four dice with armor penetration. I'd roll those separately. Right. And then you'd, and then you still applied the damage and everything for the unit as a whole in the same way. Yeah. Or if a weapon might have another keyword like you say if it's got it burns or those kind of things you could roll those separately. Yes. Some of those, some of those things like it burns may, may ignore cover for being in buildings, things like that. So there's, there's, there's a variety of, a variety of weapons and normally a unit can only shoot one other unit. There are some keywords which allow you to, to split your fire, but that's specialist units tend to be able to do that with a particular keyword. Okay. So I think in our next video, I'm obviously going to be annoyed that I've been shot at. So it's time to get into some assaulting. So I'm going to kind of fight with my opinion. So join us in the next video and we'll explain how you fight in firefight.