It's been quite a while since I've played F&S, but I always liked it alot
It's one of my favorites.
I have always played as per what Mr Chodes said. That is, all figures (or units if your activating by units) move by chit draw. There are three impulses per turn, during which all chits are drawn. So you actually draw chits three times per turn. Any figure/unit that did NOT spend his final (3rd) impulse doing something else can fire in the combat phase.
Heres a quick example;
Stumpy Pete and Filthy Fred are about to shoot it out in Cowtown Kansas. Both are skill 2.
Impulse 1; Stumpy's chit comes up first. He runs down the boardwalk and dives behind a horse trough. Fred walks calmy down main street toward Stumpy.
Impulse 2; Fred's chit is first this time. He walks 3" closer to Stumpy, yelling obscenities at him. Stumpy, being more smart than brave, draws his pistol and aims at Fred from around the edge of the horse trough (he places an Aim marker next to him and an NPoA marker on Fred).
Impulse 3; again, Fred's chit comes up first. He's none too happy to see Stumpy's pistol barrel pointed his way, do he dives behind a pickle barrel outside McSweens Store. He's used his last impulse for movement, so he can't fire. Stumpy can't fire in impulse three either, since he aimed in the middle of the turn instead of the beginning.
Combat phase; Fred can't shoot. Stumpy can. The range is 8", Stumpy has a pistol and Fred's behind cover. So Stumpy rolls 1d6+2 and gets 7. The bullet smacks into the pickle barrel and pickle juice squirts out onto Fred, who must now take a morale test. Rolling 1d6 (there are no modifiers yet) he gets a 1! It seems Fred's not as brave as he lets on
He gets 2 morale markers and goes prone.
Fred's gonna be in trouble on turn two
Hope that helps
Kinda makes me want to play a F&S game myself. My son and I just watched "The Four Feathers" the other night
Maybe I'll set up a little Sudanese Skirmish for Christmas weekend. :)