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Of Oil and Iron is a cinematic skirmish wargame placing you in command of a squadron of Rigs on behalf of one of the great corporations. A dieselpunk world where oil fields, shattered cities, and desecrated frontiers are battlegrounds won not by kings or nations, but by those who can field the most formidable machines of war.
What You Need to Play
- This rulebook
- Rig Control Terminals, Weapon Cards, Equipment Cards and Engine Cards for each Rig
- A Squadron of Rigs β 3D-printable models in 15mm or 32mm scale
- Dice: six-sided (D6) and twelve-sided (D12)
- A 22 Γ 30 inch battlefield (standard) with terrain
Scale of Play
Usually 3β5 Rigs per side. Official miniatures at www.ofoilandiron.com.
Weight Classes
| Class | Base Size |
|---|---|
| Light | 40mm |
| Medium | 50mm |
| Heavy | 60mm |
| Colossal | 80mm |
Rig Stats
| Stat | Description |
|---|---|
| Speed | Max distance per Move action (inches) |
| Aim | Minimum dice score to hit |
| Iron | Weight capacity for weapons/equipment |
| Weapon Slots | Light/Med/Heavy: 2 slots. Colossal: 3 slots |
| Structure Points | Durability per location. At 0 = Catastrophic Damage |
| Armour | Damage thresholds (Direct/Severe/Critical) |
| Engine Exhaust | Heat reduced at end of each activation |
Weapon Stats
| Stat | Description |
|---|---|
| ROF | Rate of Fire β number of D6 rolled per attack |
| STR | Strength / armour penetration |
| RNG | Range in inches. Two values = different profiles at each |
| ACC | Accuracy modifier applied to Aim value |
| Iron | Iron cost to equip |
Phases of a Round
1. Initiative Phase
Both roll D12. Higher roll = starting player for this round.
2. Activation Phase
Players alternate activating one Rig each until all have activated.
3. Maintenance Phase
Heat Threshold rolls, reduce heat by Exhaust, end-of-round effects.
Engagement Length
Usually 4β6 rounds. End of round 4: D12, 8+ = end. End of round 5: D12, 5+ = end. Round 6: always ends.
Each Rig may take up to 5 actions when activated. Many generate Heat [X].
Action Summary
| Action | Heat | Description |
|---|---|---|
| Move | 1 | Move up to Speed value in inches |
| Fire Weapon | 1 | Make a ranged or melee attack |
| Called Shot | 1 | Choose hit location, -2 ACC. Engine cannot be targeted from front arc |
| Ram | 1 | After moving 2"+, both Rigs take D6 + STR X hits |
| Reload | 1 | Reload all weapons |
| Repair | 1 | D12: 6+ = 1SP; 10+ = 2SP. Not on catastrophically damaged |
| Shut Down | 0 | Forfeit all actions; set engine heat to 0 |
| Prepare | 1 | Place face-down reaction token |
| Use Equipment | X | Varies by equipment |
Movement Details
- Forward: Up to full Speed value
- Backpedal: 2" per 1" moved
- Side-Stepping: 2" per 1" moved
- Pivot: Up to 90Β° per pivot, up to Pivot stat times per Move
Ram Hit Strength
| Class | STR |
|---|---|
| Light | 7 |
| Medium | 8 |
| Heavy | 9 |
| Colossal | 10 |
Preparations
Heat Threshold Table (D12 + modifier)
| Result | Effect |
|---|---|
| 1β5 | Nothing Happens |
| 6β7 | System Stall β 1 Hull damage |
| 8β9 | Hydraulic Blowout β 2 Leg damage, Speed -2" until Repaired |
| 10β11 | Ammo Detonation β 2 Arms, 1 Hull. One weapon disabled until Repaired |
| 12β13 | Fuel Line Rupture β 1 Hull + ongoing D12 damage each activation until Repaired |
| 14β15 | Structural Buckling β 1 damage to ALL components |
| 16β17 | Emergency Shutdown β heat resets to 0, skip next activation |
| 18 | Chain Reaction β 1 damage all + roll again |
| 19 | Engine Failure β Engine 2 damage; heat can no longer decrease |
| 20+ | Catastrophic Failure β all components catastrophic; heat can't decrease |
Step 1 β Declare
Announce attacker and target. Target must be in front 90-degree arc. Declare before measuring range.
Step 2 β Check Range
Base-to-base. If beyond weapon range, attack fails. No measuring before declaring.
Step 3 β Line of Sight
At least 50% must be visible. 25% obscured: -1 ACC. 50% obscured: -2 ACC.
Step 4 β Roll to Hit
Roll D6 Γ ROF. Meet or beat Aim value to hit. 6 always hits. Watch for Prepare tokens!
Step 5 β Weapon Effects
Apply any Perks.
Step 6 β Hit Location (target rolls D12)
| D12 | Location |
|---|---|
| 1β4 | Hull |
| 5β7 | Arms |
| 8β10 | Legs |
| 11β12 | Engine |
Called Shot: Choose location, -2 ACC. Engine can't be targeted from front arc.
Step 7 β Impact Roll (D6 + STR)
Side arc: +2 STR. Rear arc: +4 STR. Compare to Rig's damage table: Direct (-1 SP) / Severe (-2 SP) / Critical (-3 SP).
Step 8 β Update Structure Points
If a location hits 0: Catastrophic Damage. All locations 0: Rig destroyed. Damage Overflow: excess damage to a destroyed location goes to another non-destroyed location (defender's choice).
- Movement -2"
- Cannot backpedal
- Additional leg damage: completely immobilised (can still pivot)
- If Arms also destroyed: Rig destroyed
- -2 max actions per activation
- -1 Aim
- Additional hull damage: Rig destroyed
- Roll D12: 1β6 Left arm, 7β12 Right (Colossals: 1β4 Left, 5β8 Hull, 9β12 Right)
- That weapon destroyed; munitions deal 1 damage to Hull and Engine
- Same weapon again: 3 damage to Hull
- If Legs also destroyed: Rig destroyed
- Heat cannot drop below first numbered space
- Additional engine damage: Rig destroyed
| Perk | Effect |
|---|---|
| Armour Piercing | Impact roll of 6: add D3 to result |
| Bombardment | No LoS required; without LoS: -2 ACC |
| Charged Shot | +2 STR; each attack roll of 1 = +1 heat |
| Explosive X | On hit, each other Rig within X" suffers the same hits |
| Flak | Impact rolls of 1 can be re-rolled once |
| Full Auto | +2 ROF; each roll of 1 = +1 heat; no Called Shot |
| Hot | Generates 2 heat instead of 1 |
| Hull | Colossal only; once per Rig; mounts on/within Hull |
| Impale | On hit, D12 6+: target immobilised until next activation (can still pivot) |
| Incendiary X | On hit: +X to target's engine heat |
| Limited Ammo X | Only X uses per game |
| Melee | Must be within 1"; no reload between attacks |
| Precision | Called Shot without -2 ACC penalty |
| Shock | On hit: target movement halved (rounded down) next activation |
| Staggering | On hit, D6: 1β2 pivot 90Β° left; 3β4 pushed back 2"; 5β6 pivot 90Β° right |
| Sustained Fire | Each hit roll of 6 = 2 hits instead of 1 |
Each Equipment can only be taken once per Rig. "Discard" items are discarded after successful use.
Table A
| # | Equipment | Effect | Iron |
|---|---|---|---|
| 1 | Extinguisher | Before a Heat Threshold roll, roll D12. On 4+, ignore the roll. Discard. | 1 |
| 2 | Reinforced Iron Plating | Incoming front arc attacks: -1 STR | 2 |
| 3 | Reinforced Iron Alloy Plating | Incoming front arc attacks: -2 STR | 3 |
| 4 | Ablative Armour Plating | Once per game, ignore damage from one attack. Discard. | 2 |
| 5 | Concentrated Fuel | +2" Speed. Fuel Line Rupture = 2 extra damage. | 1 |
| 6 | Advanced Ammo Storage | Once per game, re-roll all failed hits for one attack. Discard. | 1 |
| 7 | Stabilised Weapon Joints | May fire within 180Β° arc | 1 |
| 8 | High Calibre Ammunition | Choose one weapon: +1 STR | 2 |
| 9 | Exotic Engine Coolant | Reduce Heat Threshold roll results by 1 | 2 |
| 10 | Smoke Dispensers | Once per game, [action] deploy smokescreen. Attacks from 6"+ = -2 ACC until next activation. | 1 |
| 11 | Sophisticated Periscopes | +1 ACC when targeting enemies within 10" | 2 |
| 12 | Arc-Enhanced Targeting System | +1 ACC when targeting enemies beyond 10" | 2 |
Table C
| # | Equipment | Effect | Iron |
|---|---|---|---|
| 1 | Emergency Repair Kit | Once per game, restore 3 SP to any location. Discard. | 2 |
| 2 | External Fuel Tanks | Once per game, next action generates no heat. Discard. | 1 |
| 3 | Flare Launchers | Once per game, fire flare at a location. For one round, all Rigs gain +2 ACC within 12" of flare. | 1 |
| 4 | Radio Scrambler | Choose enemy within 18". Both roll D12. If yours is higher: target loses 2 actions next turn. Discard. | 1 |
| 5 | Rig Bayonet | May use Ram without suffering damage itself. | 2 |
| 6 | Supplementary Heat Vent | Once per activation, Vent Heat [0]. Next attack costs [-1] heat but -1 ACC. | 1 |
| 7 | Thermal Sights | +1 ACC against Rigs above their Heat Threshold. | 2 |
| 8 | Artillery Spotting Module | [Action 1] Call artillery bombardment in LoS. D12 for each Rig within 6": on 10+, STR 8 hit. | 2 |
| 9 | Battlefield Recovery Rig | Campaign Only Roll salvage table D3 times in Aftermath. | 5 |
| 11 | Black Market Parts Cache | Campaign Only Once per Aftermath, ignore one permanent negative repair trait. | 3 |
| 12 | Contracted Recovery Crew | Campaign Only +2 to recovery roll for destroyed Rigs (not if exploded). | 3 |
| 13 | Experimental Load-Bearing Frame | Campaign Only One Rig gains +1 Iron capacity. | 3 |
Players agree on an Engagement type, then both choose a Squadron Formation from the same matching tier.
Skirmish Formations
| Formation | Light | Medium | Heavy | Colossal |
|---|---|---|---|---|
| Sword | 2 | 1 | β | β |
| Mace | β | 1 | 1 | β |
| Dagger | 4 | β | β | β |
Operation Formations
| Formation | Light | Medium | Heavy | Colossal |
|---|---|---|---|---|
| Claymore | 1 | 1 | 1 | 1 |
| Broadsword | 3 | 1 | β | 1 |
| Lance | 1 | 2 | 2 | β |
| Morningstar | 1 | 3 | 1 | β |
| Axe | β | 1 | 3 | β |
Warfront Formations
| Formation | Light | Medium | Heavy | Colossal |
|---|---|---|---|---|
| Battleaxe | β | 2 | 2 | 2 |
| Greatsword | 4 | 2 | 1 | 1 |
| Warhammer | β | 2 | 3 | 1 |
| Scythe | 3 | β | 2 | 2 |
| Maul | β | 2 | 4 | β |
Standard Engagements
Iron Clash
Destroy the enemy Squadron. VP for destroyed Rigs (Light 2 / Medium 3 / Heavy 4 / Colossal 5).
High Value Target
Each player nominates their highest weight-class Rig as HVT. Last player with HVT intact wins.
Point of Control
Each player places 2 objectives. Each round: Rig within 3" of objective = 2 VP. Highest VP wins.
Total Command
Each player places 1 objective. Control = more Rigs within 4". Control BOTH at end of any round = instant win. Otherwise: draw.
Push the Line
Each round: 2 VP per Rig in enemy territory. Highest VP wins.
Supply Airdrop
Start of round 2: roll D6, place objective in matching quadrant (1β4) or centre (5β6). Control by having more Rigs within 3". Controller at round 3 end wins.
Salvage Heist
Each player places 3 objectives. Rig within 1" can collect salvage [2 heat] = 3 VP. Most VP wins.
Sabotage
Each player places 3 objectives (6" apart, 4" from edge) under their control. First to destroy all enemy objectives wins. Objective stats: 5 SP | Direct: 10β13 | Severe: 14β15 | Critical: 16+
Special Engagements
Ambush
Ambusher vs Target. Target deploys first. Ambusher secretly notes positions near edges. Round 1: Target Rigs have Prepare: Brace against first attack.
Hold the Line
Defender cannot leave deployment zone. Defender wins if 50%+ survive. Otherwise Attacker wins.
Siege
Each player places 3 objectives (5" apart/from edge, 5 SP). Defender: 2 VP per surviving objective. Attacker: 1 VP per destroyed objective + 1 VP per destroyed Rig. Most VP wins; ties = Defender wins.
Breakthrough
Attacker must move 50%+ of Squadron off the opposite table edge. Otherwise Defender wins.
Campaigns link multiple Engagements into a longer, story-driven system. Each player controls an evolving Squadron.
Starting a Campaign
- Start with a Skirmish sized Squadron
- Each player starts with X Iron to distribute
- No Colossal-class Rigs at the start
- Maintain a Squadron Roster
- Earn salvage and Ironclad experience through engagements
Before Each Engagement
- Select an Engagement (or roll randomly)
- Select a Deployment (or roll randomly)
- Select a Battlefield (terrain type with aftermath effects)
- Play normally
Round Phases
- Initiative: roll D12
- Activation: alternate one Rig each
- Maintenance: heat rolls, exhaust, end effects
Actions (up to 5)
| Action | Heat |
|---|---|
| Move | 1 |
| Fire Weapon | 1 |
| Called Shot (-2 ACC) | 1 |
| Ram | 1 |
| Reload | 1 |
| Repair (D12, 6+=1SP) | 1 |
| Shut Down (heatβ0) | 0 |
| Prepare | 1 |
| Use Equipment | X |
Attack Sequence
- Declare (front arc only)
- Check range
- LoS: 25%=-1 ACC, 50%=-2 ACC
- Roll D6ΓROF vs Aim (6 always hits)
- Apply perks
- Hit location (D12, target rolls)
- Impact D6+STR: side +2, rear +4
- Update SPs
Hit Location (D12)
| Roll | Location |
|---|---|
| 1β4 | Hull |
| 5β7 | Arms |
| 8β10 | Legs |
| 11β12 | Engine |
VP for Destroyed Rigs
| Class | VP |
|---|---|
| Light | 2 |
| Medium | 3 |
| Heavy | 4 |
| Colossal | 5 |
Black Powder Epic Battles: The Waterloo Campaign is a game for those who wish to recreate the visceral conflict of 15 Juneβ8 July 1815 on a grand scale with armies of Epic Scale model soldiers.
This is first and foremost an entertainment β a tolerably convincing representation of Napoleonic battle, played between friends in a spirit of mutual empathy.
What You Need to Play
- This rulebook
- Twelve or more six-sided dice (D6)
- A tape measure in inches (or use the centimetre option β convert all measurements)
- Two armies of Epic Scale Napoleonic model soldiers
- Terrain: woods, hills, villages
- An optional umpire is recommended
Scale of Play
Typically two to three players per side on a large table, at least three feet between the opposing forces. An umpire to interpret rules makes games more enjoyable.
Unit Types
Each unit represents a typical fighting formation β a battalion of infantry, a regiment of cavalry, or a battery of artillery. Units are divided into broad types: Regular Infantry, Regular Cavalry, and Artillery.
Unit Sizes
| Type | Size | Bases |
|---|---|---|
| Infantry (60Γ20mm bases) | Large | 5 |
| Standard | 4 | |
| Small | 3 | |
| Cavalry (60Γ20mm bases) | Large | 4 |
| Standard | 3 | |
| Small | 2 | |
| Artillery (42Γ30mm bases) | Standard | 3 |
Fighting Qualities (example: British Line Infantry)
| Hand-to-Hand | Shooting | Morale | Stamina |
|---|---|---|---|
| 6 | 3 | 4+ | 3 |
- Hand-to-Hand: Average is 6. Higher = better fighters. Lower = inferior troops.
- Shooting: Average is 3. Dice rolled for shooting attacks.
- Morale: Minimum dice score to save a hit. 3+ = excellent, 4+ = good, 5+ = average, 6+ = poor, 0 = no save.
- Stamina: Casualties before unit becomes Shaken. Standard = 3, Large = 4, Small/Artillery = 2.
Brigades
All units are assigned to a brigade. Typically 3β6 units per brigade. Units within the same brigade operate most efficiently within 6" of each other β beyond this, brigade orders can't be used.
Staff Ratings
Every brigade commander and the army's general share a Staff Rating representing command efficiency. Default for regular professional forces: 8.
| Rating | Description |
|---|---|
| 10 | Military Genius |
| 9 | Great commander |
| 8 | Good β able and confident |
| 7 | Average β safe pair of hands |
| 6 | Poor β indecisive |
| 5 | Fool |
Casualty Markers
Markers represent men killed, wounded, exhaustion, failing morale and spent munitions. A unit is Shaken once it reaches casualties equal to its Stamina value.
Units can adopt different formations for different situations. Changing formation takes one entire move and requires a command order.
Changing Formation
Turn the leader base to face any direction. Rearrange the rest of the unit around it so the leader is to the right of centre on the front rank of the new formation.
Sequence of Play
Blue Turn
- Blue Command (initiative moves first, then orders)
- Blue Shooting
- Hand-to-Hand Combat (both sides)
Red Turn
- Red Command
- Red Shooting
- Hand-to-Hand Combat (both sides)
Issuing Orders
State the order aloud before rolling. Then roll 2D6 and compare to the commander's Staff Rating:
| Result | Outcome |
|---|---|
| Greater than Staff Rating | Order fails β unit cannot move (unless free move applies) |
| Equal to or 1 less than Staff Rating | 1 move |
| 2 less than Staff Rating | 2 moves |
| 3+ less than Staff Rating | 3 moves |
| Double 6 | BLUNDER! |
Command Modifiers
| Modifier | Situation |
|---|---|
| -1 per full 12" | Distance from commander to unit |
| -1 | Enemy unit within 12" of unit receiving order |
| +1 | Unit in Attack Column |
| +1 | Unit in March Column or Limbered Artillery |
| +2 | March Column/Limbered Artillery on road or track |
No commander ever has an effective Staff Rating better than 10 or worse than 5.
Blunder Results (D6)
| D6 | Result |
|---|---|
| 1 | Rapid Retreat β 2 moves away from closest visible enemy |
| 2 | Retreat β 1 move away from closest visible enemy |
| 3 | Move to Left β 1 move into own left quarter |
| 4 | Move to Right β 1 move into own right quarter |
| 5 | Move Forward β 1 move to own front |
| 6 | Charge! β charge closest visible enemy (roll D6: 1β2 = 1 move, 3β4 = 2 moves, 5β6 = 3 moves) |
Special Orders
The General
The army general does not issue orders directly but can accompany a brigade commander. When the general is present (within 12" and moved into touch), that commander's order result can be re-rolled once β even a blunder. Only one re-roll per turn.
Commander Move Distances
| Type | Move |
|---|---|
| Commander on foot | 36" |
| Commander on horseback | 48" |
Move Distances (per move)
| Unit Type | Distance |
|---|---|
| Infantry, Limbered Foot Artillery, Wagons | 12" |
| Cavalry, Limbered Horse Artillery | 18" |
| Manhandled Artillery | 6" (total, regardless of moves) |
A unit with 3 moves could travel up to 36" (infantry) or 54" (cavalry) in a single turn.
Proximity Rule
When within 12" of an enemy unit, movement is constrained. Units may only:
- Advance within their own front quarter, or
- Retreat within their own rear quarter
Terrain Effects
| Terrain | Effect |
|---|---|
| Woods | Infantry in skirmish order only, at half pace (1" = 2" moved) |
| Rough Ground | Skirmishers: no penalty. Other inf/cav: half pace. Artillery/wagons: cannot enter except via road |
| Obstacles (walls, hedges, streams) | Costs 6" of movement to cross. Artillery cannot cross except at gates/fords |
| Impassable | Steep slopes, cliffs, open water β cannot be crossed |
Artillery Movement
Horse Artillery: Can limber/unlimber at beginning or end of a move without penalty. Very mobile β can move and shoot in a single move.
Foot Artillery: Takes one whole move to limber or to unlimber. Can move then deploy in two moves.
Manhandling: Any deployed gun can be manhandled up to 6" total (one move only), allowing it to reposition or change facing.
Weapon Ranges
| Weapon | Max Range |
|---|---|
| Smoothbore carbines | 12" |
| Smoothbore muskets | 18" |
| Rifled carbines | 18" |
| Rifled muskets | 24" |
| Light smoothbore artillery | 36" |
| Smoothbore artillery | 48" |
How to Shoot
Roll a number of D6 equal to the unit's Shooting value (modified for size and formation). Each 4+ = a hit. A 6 always hits and automatically disorders the target.
Formation Modifiers (Shooting Dice)
| Formation | Dice |
|---|---|
| March Column | Cannot shoot at all |
| Attack Column | 1 die |
| Mixed Formation | 1 die |
| Square | 1 die per facing |
| Buildings | Up to 2 dice per facing |
'To Hit' Modifiers
| Modifier | Situation |
|---|---|
| -1 | Shooters are Shaken or Disordered |
| -1 | Target is not a clear target (skirmishers, artillery, partly obscured, in buildings) |
| +1 | Close range (6" or less) or Closing Fire |
Regardless of modifiers: 6 always hits, 1 always misses.
Morale Saves
For each hit, the target rolls a D6. Equal to or higher than the unit's Morale value = save (hit ignored). Lower = casualty marker placed.
| Morale Modifier | Situation |
|---|---|
| +1 | Infantry in Attack Column (not vs artillery) |
| +1 | In woods, hedgerows or similar light cover |
| +2 | In buildings/fortifications |
| -2 | In March Column |
| -1 | Hit by artillery at long range |
| -2 | Hit by artillery at close or medium range |
Disorder
Rolling a 6 to hit automatically disorders the target (even if all saves pass). A disordered unit: cannot receive orders, cannot use initiative, suffers -1 to shooting and combat dice, suffers -1 on Break Tests, cavalry cannot countercharge/evade/turn-to-face.
Disorder lasts until end of the unit's own turn (or until it's no longer in combat).
Closing Fire
When charged to the front, infantry in line/attack column/square/mixed formation (not march column or skirmishers) may deliver closing fire at close range (+1 to hit). Chargers who become shaken from closing fire must take a Break Test (as hand-to-hand). If they break, the charge fails.
Artillery
| Range | Dice |
|---|---|
| Short (up to 6") | 3 |
| Medium (up to half max range) | 2 |
| Long (over half max range) | 1 |
| Artillery 'To Hit' Modifier | Situation |
|---|---|
| +1 | Target in attack column, march column, or square |
| -1 | Long range |
| -1 | Shooting over intervening units |
Artillery can shoot over other units when guns or target are on higher ground, provided intervening units are both further than 6" from the gun AND 6" from the target.
Charging
To charge, give a specific charge order. Measure from the unit leader base to the closest enemy base. If within one move, the charge proceeds. Units forbidden from charging: Shaken units, March Column, Artillery, Square, Skirmishers vs formed infantry.
Charge Responses
| Response | Who Can Use It |
|---|---|
| Stand | All units (default) |
| Closing Fire | Infantry in line/column/square/mixed; artillery |
| Evade | Cavalry charged by infantry; skirmishers charged by formed troops |
| Countercharge | Cavalry charged to their front (not if shaken/disordered) |
| Turn to Face | Cavalry (not if disordered), regardless of charge direction |
Fighting Combat
Roll a number of D6 equal to the unit's Hand-to-Hand combat value (adjusted for size/formation). Each 4+ = a hit. 6 always hits, 1 always misses.
Combat Dice Modifiers
| Modifier | Situation |
|---|---|
| +1 | Charging (first turn of combat only) |
| +1 | Won previous round of this engagement |
| -1 | Shaken or Disordered |
| -1 | In skirmish formation |
| -1 | Engaged to flank or rear (applies to all attacks) |
If cavalry countercharges charging infantry: infantry are automatically disordered and receive no charge bonus.
Supports
Non-engaged friendly units within 6" can add support bonuses to combat results. Maximum +3 per unit (+1 rear, +1 left flank, +1 right flank).
Cannot be supported: artillery, skirmishers, units in square or buildings, units engaged to flank/rear, if another combat is within 6" of that quarter.
Combat Results
Add total casualties caused each side during the round, then add bonuses:
| Bonus | Situation |
|---|---|
| +1 | Rear support |
| +1 | Flank support |
| +3 | Square vs Cavalry |
| +3/+2/+1 | Occupying buildings (large/standard/small) |
Highest total = winner. Tied = draw. Losing side takes Break Tests.
Victorious Units Can
- Advance upon the retiring enemy (move back into contact)
- Do nothing
- Change formation
- Fall back (one move to own rear)
- Sweeping advance (cavalry only, first round win; move forward without contact)
- Sweeping advance and charge (cavalry only; charge fresh enemy immediately)
When Break Tests Are Required
- Unit suffers excess casualties from shooting (total > Stamina)
- Unit is shaken by closing fire, or takes any casualties from artillery closing fire
- Unit is defeated in hand-to-hand combat
- Unit draws hand-to-hand combat and is shaken
- Supporting unit sees the unit it's supporting break
The Break Test
Roll 2D6 and apply modifiers:
| Modifier | Situation |
|---|---|
| -1 per excess casualty | Casualties above Stamina value |
| -1 | Unit is Disordered |
| -1 | Hit by artillery that turn (for shooting/closing fire tests) |
Break Test Results
| Score | Infantry/Cavalry | Artillery |
|---|---|---|
| 4 or less | Unit breaks β removed from field | Breaks β removed |
| 5 | Retire one full move to rear, becoming disordered. If unable, may retire two moves. If still unable: break. | Breaks β removed |
| 6 (Shooting) | Holds ground | Breaks β removed |
| 6 (H-t-H Infantry) | Holds ground | Breaks β removed |
| 6 (H-t-H Cavalry) | Cavalry retire one full move | Breaks β removed |
| 7+ | Holds ground | Breaks β removed |
Note: Artillery almost always breaks β this is intentional.
Shaken Units
A unit is shaken once it has casualties equal to its Stamina value (usually 3). Shaken effects:
- -1 to hit when shooting
- -1 to hit in hand-to-hand combat
- Cannot charge or countercharge
- Shaken cavalry cannot make sweeping advance charges
- If shaken unit leaves the table: removed permanently
Excess casualties above Stamina are discarded after Break Tests are taken. A unit only ever has casualty markers equal to its Stamina value.
Infantry Squares
Only regular infantry can form square (with an order, taking one move). Squares are the primary defence against cavalry.
- Move maximum once per turn, at half pace, only towards own lines
- Cannot move if enemy cavalry are within 12"
- Cannot charge
- Shoot: 1 die per facing
- Combat: 2 dice per engaged face, +3 result vs cavalry
- Break Test: always holds ground (never retires)
- Enemy cavalry cannot charge a square unless it is disordered or shaken
Form Square Special Rule
Units with this special rule can and must attempt to form square when charged to their front by enemy cavalry, even when disordered. This is an automatic response β take an order test; if successful, the square is formed before the charge hits.
Mixed Formation
A line or attack column with a skirmish screen (1 base, or 2 bases for large units) detached to the front. Skirmishers must remain within 2" of the main body. Shoot with 1 die total. More flexible than a pure line.
Evading
Some units (cavalry charged by infantry; skirmishers charged by formed troops) can evade. Issue an evade order test β even on failure the unit gets one free move. If chargers catch evaders: evaders are destroyed automatically.
Broken Brigades
A brigade is broken at the start of a player's turn once half or more of its units are:
- Destroyed (removed from the game)
- Shaken (casualties equal to Stamina)
- Off the table (unless leaving is an objective)
If a brigade has only 2 units, both must qualify before it breaks.
Broken Army
Once half the brigades in an army are broken, the entire army is automatically broken. All remaining units must:
- No longer receive orders or use initiative
- Make a "retire broken" move each Command phase β one full move away from enemy, towards own table edge
- Units engaged in combat fight as normal, then fall back after
- Shaken units cannot be rallied; disordered units remain disordered
- Units that leave the table: permanently removed
Winning the Battle
The side whose army breaks first loses. Where time runs out without a decision, the army closest to breaking is considered to have had the worst of it. The side with the largest proportion of intact brigades is the winner.
Turn Sequence
- Command (initiative moves first)
- Shooting
- Hand-to-Hand Combat (both sides)
Both sides take a turn; Blue then Red.
Move Distances (per move)
| Unit | Distance |
|---|---|
| Infantry / Foot Artillery / Wagons | 12" |
| Cavalry / Horse Artillery | 18" |
| Manhandled guns | 6" total |
| Commander on foot | 36" |
| Commander on horseback | 48" |
Weapon Ranges
| Weapon | Range |
|---|---|
| Smoothbore carbines | 12" |
| Muskets / Rifled carbines | 18" |
| Rifled muskets | 24" |
| Horse Artillery | 36" |
| Foot Artillery | 48" |
Orders (roll 2D6 vs Staff Rating)
| Roll | Result |
|---|---|
| Above Staff Rating | Fail (no order) |
| Equal / 1 below | 1 move |
| 2 below | 2 moves |
| 3+ below | 3 moves |
| Double 6 | BLUNDER! |
Shooting / Combat Hits
Roll Shooting or H-t-H value in D6. 4+ = hit. 6 = hit AND disorder.
Modifiers: +1 charging, +1 won last round, -1 shaken/disordered, -1 skirmisher, -1 in flank/rear.
Break Test (2D6)
-1 per excess casualty, -1 if disordered, -1 if hit by artillery.
4 or less = Break. 5 = Retire. 6+ = Hold (cavalry retire on 6 in H-t-H).
Stamina
| Size | Stamina |
|---|---|
| Large | 4 |
| Standard | 3 |
| Small / Artillery | 2 |
These rules give units and commanders distinct qualities. Army lists specify which rules apply to each unit type.
Unit Special Rules β Summary
| Rule | Effect |
|---|---|
| Bloodthirsty | Re-roll all failed combat attacks in the first round of hand-to-hand combat (once per game) |
| Brave | Shaken unit can rally on 4+ at end of Command phase if more than 12" from any enemy |
| Crack | Re-roll one failed morale save per casualty event β only while the unit has zero casualties |
| Determined Charge | Must charge enemy within charge range whenever able to do so β no player choice |
| Elite X+ | At start of Command phase, roll D6 per disordered Elite unit not in combat. Score β₯ rating = remove disorder (e.g. Elite 4+ = needs a 4+) |
| Ferocious Charge | Re-roll all failed combat attacks in the first round when the unit charges or countercharges |
| First Fire | +1 die on the very first shooting attack of the game |
| Form Square | Can and must attempt to form square when charged to the front by enemy cavalry. Roll 2D6: double 6 = disordered but still forms; double 1 = disordered and cannot form square. Cannot deliver closing fire when forming square this way. |
| Freshly Raised | On first shoot or first round of H-t-H, roll D6: 1=Terror (need 6s to hit, disordered); 2β3=Panic (need 6s to hit); 4β5=Sterling (no effect); 6=Huzzah (+1 shot or attack this turn only) |
| Heavy Cavalry | When charging or countercharging, add +D3 to combat result (roll D6, divide by 2 rounding up = +1 to +3) |
| Lancers | On a charge/countercharge, hits inflict -1 morale save on cavalry targets and -2 morale save on infantry/artillery targets |
| Marauders | Ignore distance penalties when giving orders to this unit. Also: disordered Marauder cavalry can turn to face and evade |
| Mounted Infantry | Can mount/dismount as part of a move when specifically ordered. Different stats when mounted vs on foot. |
| Poor Shooters | Must re-roll one hit each time the unit shoots |
| Reliable | +1 to Staff Rating when giving an order to this unit or to a group that is entirely Reliable |
| Sharp Shooters | Re-roll one missed shot each time the unit shoots |
| Steady | Automatically passes the first Break Test of the battle (at maximum possible score) |
| Stubborn | Re-roll one failed morale save each time the unit suffers casualties |
| Superbly Drilled | Gets a free move even if an order is failed (extends the free move beyond march columns/limbered artillery) |
| Terrifying Charge | Charged enemies must take a Break Test the moment contact is made, before closing fire |
| Tough Fighters | Re-roll one failed hand-to-hand combat attack each turn |
| Unreliable | No move on a Command roll equal to the commander's Staff Rating (a result that would normally give 1 move) |
| Untested | Stamina unknown until first casualty: roll D6 (large +1, small -1): 1=Stamina 1; 2β3=Stamina 2; 4β5=Stamina 3; 6=Stamina 4 |
| Valiant | One free re-roll of any failed Break Test, once per game |
| Wavering | Must take a Break Test whenever the unit suffers any casualties (from shooting or combat) |
Commander Special Rules β Summary
| Rule | Effect |
|---|---|
| Aggressive | +1 to Staff Rating when ordering a charge against an enemy within range |
| Decisive | Can always re-roll a failed Command roll β but if the re-roll is also a failure, it counts as a blunder. General's re-roll takes precedence and avoids this enhanced blunder. |
| Diffident | -1 to Staff Rating if the General is more than 12" away. However, blunders are always treated as regular failures instead. |
| Headstrong | +1 to Staff Rating if this is the first commander to give orders that turn. But: can never benefit from the General's re-roll, and blunders on an 11 or 12 (not just 12). |
| Hesitant | If a 3-move result is rolled, must re-roll. The re-roll stands even if it is also 3 moves. |
| Inspirational | +1 to Break Test rolls for all units in this command within 12" |
| Loathed | -1 to Break Test rolls for all units in this command within 12" |
| Timid | -1 to Staff Rating when ordering a charge; +1 when ordering a retreat |
French-Specific Rules
British-Specific Rules
Prussian-Specific Rules
Howitzers
Howitzers fire explosive or incendiary shells at high trajectory. They use the same rules as cannons with the following exceptions:
| Range | Range | Attacks (all ranges) |
|---|---|---|
| Field Howitzer (smoothbore) | 36" | 2 (same at all ranges) |
| Morale Modifier | Situation |
|---|---|
| -2 | Hit by howitzer shell (at any range) |
Howitzers can also be used to set buildings on fire (see Buildings).
Rockets (Congreve)
Rockets are notoriously inaccurate but cause terror when they hit. They use the same rules as cannons with these exceptions:
| Range | Attacks |
|---|---|
| 60" (no minimum range) | 1 (same at all ranges) |
- Nominate a specific target point on the enemy unit
- Roll a D6. On a 6: the rocket hits. The target is automatically disordered. Morale saves are reduced by -2.
- On a miss (1β5): roll again and consult the Rocket Mishap Table.
| D6 | Result |
|---|---|
| 1 | Roll again: 1=rocket explodes, destroys team; 2=hits rocket team (1 hit); 3=hits nearest unit (friend or foe) for 1 hit; 4β6=dud |
| 2β3 | Dud β rocket fails to fire or explode |
| 4β6 | Rocket veers off in a random direction. Roll again: 1β2=travels up to 6" and hits first unit in that direction; 3β4=up to 12"; 5β6=any range |
| Morale Modifier | Situation |
|---|---|
| -2 | Hit by rocket (at any range) |
Like howitzers, rockets can shoot overhead over friendly units without penalty, and can be used to set buildings on fire.
A building block represents a cluster of buildings β a farmhouse and outbuildings, or even a small village. Each block is roughly the width of one infantry stand (~60mm per face) and can be occupied by a single unit.
Moving Into / Out of Buildings
- Only infantry can enter buildings during play. Artillery can only be deployed in buildings at the game's start.
- To enter: move into touch with the building, then expend 6" of movement to enter. The move ends immediately on entering.
- Cannot enter and leave in the same turn.
- To leave: declare, then measure a normal move from any part of the building and place the leader base there. Arrange unit around it. Takes one move.
- Artillery deployed at start cannot move or change position within the building.
Shooting From a Building
- A unit in a building shoots with 2 dice per facing, up to a maximum equal to the unit's total Shooting value.
- Cannons shoot with their normal value (from their designated facing only).
- Targets within buildings have a +2 morale save modifier.
- No penalty for shooting at skirmishers or artillery when the target is inside a building.
Fighting From a Building
- Only infantry can assault a building. Must be able to reach the perimeter with 6" of movement remaining.
- Each face can be engaged by a single standard-sized infantry unit. Others can offer support.
- Combat value: 2 dice per engaged face, up to the unit's combat value total.
- Combat result bonus: +3 for large/standard units; +2 for small; +0 for artillery.
- Units in buildings cannot be supported by other units.
Break Tests in Buildings
A unit in a building ignores retire results and holds its ground without becoming disordered instead. Like squares, buildings must be broken before their garrison can be dislodged.
Setting Buildings on Fire
Howitzers, rockets, and unoccupied units touching a building can set it aflame.
- Units setting fires use their Shooting phase action instead of shooting; roll Shooting value in dice β any 6+ = fire started.
- Howitzers/rockets: after all shooting, roll D6 (add +1 if hit more than once). On 6+, building catches fire.
- If a building burns for 3 consecutive turns: uninhabitable and destroyed. Any troops inside are removed.
- Garrison can attempt to douse fires automatically. Roll D6: 4β6 = fire extinguished; 1β3 = fire continues.
Enfilading Fire
Infantry, cavalry, and cannon units can enfilade an enemy when positioned to the target's flank, aligned so a line projected from the shooter's leader runs through the target formation.
- Only direct fire (not howitzers/mortars lofting overhead, and not skirmishers)
- Cannon can only enfilade at short range (up to half maximum range)
- A march column can be enfiladed from its front or rear as well as flanks
Traversing Targets
When an enemy unit moves across the front of one of your units within 12", and crosses at least half of your unit's frontage, your unit may take an opportunity shot.
- Work out the shot as soon as the enemy has moved β as for closing fire
- Apply casualties, disorder, and any Break Tests at the end of the target's move
- Range: up to 12" (only the +1 close range bonus applies within 6")
- A unit can only shoot once this way per turn. If it shoots as a traversing shot, it cannot give closing fire that turn.
- Infantry in buildings and squares can also fire traversing shots from their relevant face
Shooting Through Gaps
A gap between friends or terrain must be at least 6" wide for infantry/cavalry to shoot through it, and 3" wide for cannon.
If the gap is narrower than the shooting unit's own frontage, the target counts as not a clear target (-1 to hit).
Not Clear Targets (β1 to Hit)
The following units are not clear targets and may be ignored in favour of a further target that IS a clear target:
- All units in skirmish formation
- All deployed artillery pieces
- Units only partly within the shooter's front quarter (less than half)
- Units only partly visible (less than half visible)
- Units in buildings or cover
- Units visible only through a narrow gap
Unit stats for use in scenarios and matched play. All infantry use 4 bases (standard), cavalry 3 bases (standard), artillery 3 bases, unless noted.
British & KGL Infantry
| Unit | H-t-H | Shoot | Morale | Stamina | Key Special Rules |
|---|---|---|---|---|---|
| British Foot Guards | 7 | 4 | 3+ | 4 | Column of Companies, Cannot Form Attack Column, Elite 3+, First Fire, Four-Deep Line, Lie Down, Mixed Formation, Must Form Square, Reliable, Steady Line |
| British Line Infantry | 6 | 3 | 4+ | 3 | Column of Companies, Cannot Form Attack Column, First Fire, Four-Deep Line, Lie Down, Mixed Formation, Must Form Square, Steady Line |
| Highland Infantry | 6 | 3 | 4+ | 3 | As Line + Tough Fighters |
| British Light Infantry | 6 | 3 | 4+ | 3 | As Line + Sharp Shooters, Skirmishers |
| British Riflemen (Std) | 6 | 4 | 4+ | 3 | Column of Companies, Cannot Form Attack Column, Elite 4+, First Fire, Four-Deep Line, Lie Down, Must Form Square, Reliable, Rifle Mixed Formation, Sharp Shooters, Skirmishers |
| British Riflemen (Small) | 4 | 3 | 4+ | 2 | As above |
| KGL Line Infantry | 6 | 3 | 4+ | 3 | Cannot Form Attack Column, Column of Companies, First Fire, Four-Deep Line, Lie Down, Rifle Mixed Formation, Must Form Square, Steady Line |
| KGL Light Infantry | 6 | 3 | 4+ | 3 | Cannot Form Attack Column, First Fire, Lie Down, Mixed Formation, Must Form Square, Sharp Shooters, Skirmishers, Steady Line |
British & KGL Cavalry
| Unit | H-t-H | Shoot | Morale | Stamina | Key Special Rules |
|---|---|---|---|---|---|
| British Household Cavalry | 8 | β | 3+ | 3 | Deep Formation, Gallop at Anything, Heavy Cavalry D3, Reliable |
| Household Cavalry (Small) | 6 | β | 3+ | 2 | As above |
| Dragoon Guards & Dragoons | 8 | β | 4+ | 3 | Deep Formation, Gallop at Anything, Heavy Cavalry +1 |
| Light Dragoons & Hussars | 6 | β | 4+ | 3 | Ferocious Charge, Deep Formation, Marauder |
| KGL Light Dragoons & Hussars | 6 | β | 4+ | 3 | Deep Formation, Ferocious Charge, Marauder |
British & KGL Artillery
| Unit | H-t-H | Shoot | Morale | Stamina | Special Rules |
|---|---|---|---|---|---|
| Royal Artillery | 1 | 3-2-1 | 4+ | 2 | Reliable, Shrapnel |
| Royal Horse Artillery | 1 | 3-2-1 | 4+ | 1 | Marauder, Reliable, Shrapnel |
| KGL Foot Artillery | 1 | 3-2-1 | 4+ | 2 | Reliable, Shrapnel |
| KGL Horse Artillery | 1 | 3-2-1 | 4+ | 1 | Marauder, Reliable, Shrapnel |
Shrapnel: British guns with shrapnel can fire at medium range with 3 dice but require 5s to hit (instead of 4s).
Hanoverian Units
| Unit | H-t-H | Shoot | Morale | Stamina | Special Rules |
|---|---|---|---|---|---|
| Field Line Infantry | 6 | 3 | 4+ | 3 | Column of Companies, Cannot Form Attack Column, Must Form Square |
| Field Light Infantry | 6 | 3 | 4+ | 3 | As above + Sharp Shooters, Skirmishers |
| Landwehr | 6 | 3 | 4+ | 3 | Column of Companies, Freshly Raised, Must Form Square, Unreliable |
| JΓ€ger Companies | 6 | 3 | 4+ | 3 | Cannot Form Attack Column, Must Form Square, Rifle Mixed Formation, Sharp Shooters, Skirmishers |
Netherlands, Nassau & Brunswick
| Unit | H-t-H | Shoot | Morale | Stamina | Key Special Rules |
|---|---|---|---|---|---|
| Dutch/Belgian JΓ€gers | 6 | 3 | 4+ | 3 | Mixed Formation, Must Form Square, Sharp Shooters, Skirmishers |
| Dutch/Belgian Line Infantry | 6 | 3 | 4+ | 3 | Mixed Formation, Must Form Square |
| Dutch Militia | 6 | 3 | 5+ | 3 | Freshly Raised, Mixed Formation, Must Form Square |
| Nassau Line Infantry | 6 | 3 | 4+ | 3 | Column of Companies, Mixed Formation, Must Form Square |
| Nassau Landwehr | 6 | 3 | 5+ | 3 | Mixed Formation, Must Form Square, Unreliable |
| Nassau JΓ€ger Company (Small) | 2 | 1 | 4+ | 1 | Must Form Square, Sharp Shooters, Skirmishers |
| Dutch/Belgian Carabinier | 8 | β | 4+ | 3 | Heavy Cavalry +1 |
| Dutch/Belgian Hussars/Light Dragoons | 6 | β | 4+ | 3 | Marauder |
| Brunswick Line Battalion | 6 | 3 | 4+ | 3 | Column of Companies, Must Form Square, Unreliable |
| Brunswick Light Battalion | 6 | 3 | 4+ | 3 | Column of Companies, Must Form Square, Sharp Shooters, Skirmishers, Unreliable |
| Brunswick Hussars | 6 | β | 4+ | 3 | Deep Formation, Marauder |
| Brunswick Uhlans | 7 | β | 4+ | 3 | Deep Formation, Lancer, Marauder |
Prussian Units
| Unit | H-t-H | Shoot | Morale | Stamina | Key Special Rules |
|---|---|---|---|---|---|
| Musketeer Infantry | 6 | 3 | 4+ | 3 | Column of Companies, Mixed Formation, Must Form Square |
| Fusilier Infantry | 6 | 3 | 4+ | 3 | As Musketeer + Sharp Shooters, Skirmishers |
| Landwehr Infantry | 6 | 3 | 4+ | 3 | Column of Companies, Mixed Formation, Must Form Square, Unreliable |
| JΓ€ger Battalion | 6 | 3 | 4+ | 3 | Column of Companies, Elite 5+, Mixed Formation, Must Form Square, Reliable, Sharp Shooters, Skirmishers |
| JΓ€ger Companies (Small) | 4 | 2 | 4+ | 2 | As JΓ€ger Battalion |
| Prussian Dragoons | 8 | β | 4+ | 3 | Heavy Cavalry +1 |
| Prussian Lancers (Uhlans) | 7 | β | 4+ | 3 | Lancer, Marauder |
| Prussian Hussars | 6 | β | 4+ | 3 | Marauder |
| Landwehr Cavalry | 5 | β | 4+ | 3 | Lancer, Marauder, Unreliable |
| Line Foot Artillery | 1 | 3-2-1 | 4+ | 2 | β |
| Line Horse Artillery | 1 | 3-2-1 | 4+ | 1 | Marauder |
All Prussian infantry vs French: counts as Tough Fighters. Prussian commanders: Decisive. Can purchase sub-commanders for +10 pts.
French Line Units
| Unit | H-t-H | Shoot | Morale | Stamina | Key Special Rules |
|---|---|---|---|---|---|
| French Line Infantry | 6 | 3 | 4+ | 3 | Column of Companies, Mixed Formation, Must Form Square, Pas de Charge |
| French Light Infantry | 6 | 3 | 4+ | 3 | As Line + Sharp Shooters, Skirmishers |
| French Carabiniers | 9 | β | 3+ | 3 | Heavy Cavalry D3, Reliable |
| French Cuirassiers | 9 | β | 3+ | 3 | Heavy Cavalry D3, Reliable |
| French Dragoons | 8 | β | 4+ | 3 | Heavy Cavalry +1 |
| French Line Light Cavalry | 6 | β | 4+ | 3 | Marauder |
| French Line Lancers | 7 | β | 4+ | 3 | Lancer, Marauder |
| French Line Foot Artillery | 1 | 3-2-1 | 4+ | 2 | β |
Imperial Guard Units
| Unit | H-t-H | Shoot | Morale | Stamina | Key Special Rules |
|---|---|---|---|---|---|
| Old Guard Grenadiers & Chasseurs | 8 | 4 | 3+ | 4 | Elite 3+, Mixed Formation, Must Form Square, Pas de Charge, Reliable, Tough Fighters |
| Middle Guard Grenadiers & Chasseurs | 7 | 4 | 3+ | 3 | Elite 4+, Mixed Formation, Must Form Square, Pas de Charge, Reliable |
| Young Guard | 6 | 4 | 3+ | 3 | Elite 5+, Mixed Formation, Must Form Square, Pas de Charge, Reliable, Skirmishers |
| Guard Heavy Cavalry (Std) | 9 | β | 3+ | 3 | Heavy Cavalry D3, Reliable |
| Guard Heavy Cavalry (Large) | 11 | β | 3+ | 4 | Heavy Cavalry D3, Reliable |
| Chasseurs-Γ -Cheval (Std) | 7 | β | 3+ | 3 | Marauder, Reliable |
| Guard Lancers (Std) | 8 | β | 3+ | 3 | Lancer, Marauder, Reliable |
| Guard Heavy Artillery | 1 | 3-2-1 | 4+ | 3 | Elite 4+, Reliable |
| Guard Horse Artillery | 1 | 3-2-1 | 4+ | 2 | Elite 4+, Marauder, Reliable |
Key Commanders
| Commander | Staff Rating | Special Rules |
|---|---|---|
| Wellington | 9 | Decisive; +1 attack when his force charged; +3 attacks when defending; can choose which side of table to deploy on |
| Napoleon | 10 | Aggressive, Decisive; +3 attacks in any combat; units supporting one that breaks can re-roll morale |
| Marshal Ney | 8 | Headstrong; +2 attacks in combat; D3 units in his army gain Valiant |
| BlΓΌcher | 8 | Aggressive; +2 attacks; Prussian units can make a free move before the game; one unit gains Ferocious Charge |
| von Zieten | 8 | Decisive; +2 attacks; Brave; units within 12" add +1 to Break Tests |
These scenarios recreate key engagements of the Hundred Days Campaign. Deploy as shown on the scenario maps in the book, then play the engagement.
The Battle of Ligny β Saint-Amand
Napoleon attacks the Prussians at Ligny, attempting to drive them east and away from Wellington. French forces assault the village of Saint-Amand while Prussians defend their positions.
Victory: At end of Turn 8, if French units are within 9" of the village and no Prussians are: French win. Prussians within 9" and no French: Prussian win. Both present: draw.
French Forces: 7th Division (Girard, SR 8): 2 Light Infantry, 2 Line Infantry, 1 Foot Artillery. 3rd Corps (Vandamme, SR 8): 8th Division β 1 Light, 3 Line, 1 Foot Artillery; 10th Division β 3 Line, 1 Swiss (use French Line stats), 1 Foot Artillery; 11th Division β 4 Line, 1 Foot Artillery. 3rd Cavalry Division: 1 Guard Chasseurs-Γ -Cheval.
Prussian Forces: 3rd Brigade (Jagow, SR 8): 2 Musketeers (7th), 2 Musketeers (29th), 2 Landwehr (Westphalian), 1 Foot Artillery. I Korps (von Ziethen, SR 8): 1st Brigade β 4 Musketeers, 2 Landwehr, 1 Silesian SchΓΌtzen (use JΓ€ger stats), 1 Foot Artillery; 4th Brigade β 4 Musketeers, 2 Landwehr.
The Battle of Quatre Bras
Marshal Ney attempts to seize the strategic crossroads at Quatre Bras before Wellington can concentrate his forces. The Allied force starts small but is reinforced through the scenario.
Victory: Check the full scenario in the book for victory conditions based on road control and unit survival at game end.
Features reinforcements for both sides arriving over multiple turns, and the importance of the Bossu Wood and Gemioncourt farm as key terrain objectives.
Hougoumont
The diversionary French attack on the fortified Hougoumont chateau that escalated into a major engagement. British Guards defend the chateau and grounds against repeated French assault columns.
Features the chateau's walled gardens, orchard, and main building as multiple independent building blocks. Defenders can use the walls as obstacles and the buildings for cover. Fire rules are prominent.
Victory: Based on control of the main building and whether the French can clear the orchard.
D'Erlon's Attack
The main French assault of the afternoon β D'Erlon's I Corps attacks the Allied left centre, followed by the charge of the British heavy cavalry (Household and Union Brigades).
A dramatic scenario involving massed French infantry in unusual divisional column formations, La Haye Sainte, the sunken lane, and the devastating British cavalry counter-charge that became uncontrolled.
Victory: French must break through the Allied line; British must hold until the cavalry counter-charges restore the position.
Plancenoit
BΓΌlow's Prussian IV Corps arrives on the French right flank and attacks the village of Plancenoit. Napoleon must divert his Imperial Guard to hold the village while still maintaining pressure on Wellington's ridge.
Attacker: Prussians under BΓΌlow (Staff Rating 8). Defender: French including Young Guard Division under Duhesme (Staff Rating 9).
Victory: The Prussians must control key points in the village. The French must hold long enough to allow Napoleon to complete his attack on Wellington's ridge.
Features fierce street fighting, the Young Guard's counter-attack, and the eventual arrival of two battalions of Old Guard to recapture the village at the point of the bayonet.
Full scenario maps, precise deployment zones, and complete force lists are included in Chapter 4 of the Black Powder Epic Battles: The Waterloo Campaign rulebook (pages 239β264).
Black Seas recreates the Age of Sail during the 'carronade era' (1770β1830) β the period of HMS Victory, USS Constitution, and the Battle of Trafalgar. Ships are beautiful and deadly machines of war, engaging at range with massed cannon fire or in bloody boarding actions.
Ship Sizes
| Size | Examples |
|---|---|
| Tiny (T) | Sloops, cutters, gunboats, gun yawls, gunbrigs |
| Small (S) | Brigs, schooners, barques, bomb ketches, small galleys |
| Medium (M) | Frigates (4th, 5th, 6th rates), large galleys, small merchants |
| Large (L) | 3rd rates, some US frigates, large merchants |
| Extra Large (XL) | 1st rates and 2nd rates |
Crew Types
| Crew | Skill Test Score (D6) | Character |
|---|---|---|
| Inexperienced | 6 | Give up quickly, less disciplined |
| Regular | 5 or 6 | Know their ship and trade competently |
| Veteran | 4, 5 or 6 | Punch above their weight, love their ship |
Skill Tests: Roll a D6. Roll the required score or higher to pass. An unmodified 1 is always a failure.
Dice
Black Seas uses D10s (to hit), D6s (skill tests and damage), and D3s (roll D6, 1β2=1, 3β4=2, 5β6=3). Gun dice colours: Heavy Cannon = Blue D10, Light Cannon = Red D10, Carronade = Black D10, Mortar = Any D10.
Ship Cards
Each ship has a card showing: Rate of Knots, Turn Angle (red or yellow chevron), Armament (number of D10s per gun position), Ship Points (track with slider), and Break Value (surrender threshold).
Turn Sequence
Phase 1 β Roll for Wind Direction
Roll 2D6 at the start of each turn:
| 2D6 | Result |
|---|---|
| 2 | Becalmed! Reduce Rate of Knots for ALL ships by 2 this turn only |
| 3 | Winds of Change β move wind rose arrow one step clockwise |
| 4β10 | No change in wind direction this turn |
| 11 | Winds of Change β move wind rose arrow one step anti-clockwise |
| 12 | Wind Swell β add 1 to Rate of Knots for ALL ships this turn only |
Phase 2 β Determine Weather Gage Order
Ships activate in order from most upwind (closest to wind source) to most downwind. Imagine a line perpendicular to the wind source sweeping across the table β ships activate as the line contacts them. Tied ships: more experienced crew goes first. Same experience: random.
Phase 3 β Activate a Ship
- Check the attitude of the wind
- Declare Level of Sail
- Move the number of times indicated by the Level of Sail (may turn after each move, may fire after each move)
- At end of final move, may make a boarding action
Phase 4 β Resolve Shooting
See Shooting rules.
Phase 5 β Resolve Boarding Actions
See Boarding rules.
Phase 6 β Mark the Activated Ship
Place white cotton wool smoke if it fired, or an activation marker if not.
Phases 7β8 β Repeat & Remove Tokens
Repeat phases 3β6 for all ships in Weather Gage order. Then remove all activation tokens and cotton wool. Start next turn at phase 1.
Levels of Sail
| Level | Moves per Turn | Notes |
|---|---|---|
| Full Sails | 3 moves | Yellow turn angle: cannot turn on 3rd move |
| Battle Sails | 2 moves | Standard combat sailing |
| Light Sails | 1 move | Slow but manoeuvrable |
| Anchored | 0 moves | May still turn. Cannot turn into the wind. |
A ship may increase or decrease its Level of Sail by one level per activation. No instant stops β going from Light Sails to Anchored still requires one move first. You must always move the full Rate of Knots each move.
Turning
After each move, a ship may pivot by holding the stern still and rotating the bow up to its maximum turn angle. The turn angle is marked on the ship card as a red or yellow chevron:
- Red chevron: May turn after any move (including the 3rd at Full Sails)
- Yellow chevron: May turn after the 1st and 2nd move only β not the 3rd
An Anchored ship may turn up to its angle but cannot turn into the wind.
Wind Attitude (Simple Rule)
| Wind Direction Relative to Ship | Max Level of Sail |
|---|---|
| Wind from behind (stern) β outside the yellow turn angles | Full Sails |
| Wind from the side β outside the yellow turn angles on the sides | Battle Sails |
| Wind from ahead (bow) β within the yellow turn angles from the front | Must become Anchored or attempt to Tack |
If forced to drop two levels: take D3 damage + Sail Hit critical. If forced to drop three levels: take D6 damage + Sail Hit critical.
Tacking
If facing into the wind (and the ship was moving last turn), you may attempt to tack instead of going Anchored:
- Make a Skill Test when activated
- Pass: Turn the ship the minimum amount out of the wind (may exceed turn angle), then continue activation normally
- Fail: Move forward your Rate of Knots then become Anchored, taking damage as above
Measuring
Measure from the bow of the ship. Move the model straight ahead the exact number of inches equal to the Rate of Knots. Repeat for each move in the Level of Sail.
Leaving the Battle Area
If a ship ends its move with any part of its hull over the edge, it is removed from play. After one full Turn off-board, it re-enters at the same point with Light Sails β the wake marker's back is placed at the edge and it activates per Weather Gage normally.
Gun Types & Ranges
| Gun Type | Max Range | Damage per Hit | Dice |
|---|---|---|---|
| Heavy Cannon | 20" | 2 | Blue D10 |
| Light Cannon | 14" | 1 | Red D10 |
| Carronade | 8" | 3 | Black D10 |
| Mortar | 22" | D6 | Any D10 |
Shooting Sequence
- Allocate targets β each gun position may fire once per turn. Inexperienced/Regular crews must target the closest enemy in arc. Veterans may choose any target if they pass a Skill Test first.
- Measure range β measure from the gun position to the closest part of the target's hull (ignore masts/yards/bowsprit)
- Determine To Hit number β base 5 or less on a D10, modified by the chart below
- Roll to hit β roll the number of D10s shown on the ship card for that position. Each die equal to or less than the modified number = hit. A roll of 10 always misses. A roll of 1 = hit AND critical damage.
- Resolve damage β each hit does damage based on gun type
Arcs of Fire
Broadsides: Band spanning the length of the ship extending outward to each side. Bow/Stern chasers: Use the yellow turning angle chevrons as the arc. At least part of the target's hull must be within the arc.
To Hit Chart (Base: 5 or less on a D10)
| Situation | Modifier |
|---|---|
| 1st gun position fired this turn | No modifier |
| 2nd gun position fired this turn | No modifier |
| 3rd gun position fired this turn | β1 |
| 4th gun position fired this turn | β2 |
| Target over 10" away | β2 |
| Point Blank (within 3" β not mortars) | +2 |
| Veteran crew | +2 |
| Inexperienced crew | β2 |
| Shooting vessel is Anchored | +1 |
| Shooting vessel at Full Sails | β2 |
| Target vessel sailed more than 10" last move | β1 |
| Tiny target | β2 |
| Small target | β1 |
| Large or Extra Large target | +1 |
| Visibility Obscured / Partial Target (less than half visible/in arc) | β2 |
| Aiming High (targeting masts/sails) | β2 |
| Fire as She Bears (Advanced Rule) | β2 |
If the modified number is 0 or negative, the shot automatically misses. A roll of 10 always misses. A roll of 1 always scores a critical hit (in addition to the normal hit).
Point Blank Range
If the target is within 3" of the shooting gun position, double all damage inflicted (not applicable for mortars).
Raking Fire
When a ship fires a broadside at a target perpendicular to it (crossing the T):
- Stern rake: Double the damage inflicted (triple at point blank)
- Bow rake: Add +1 damage per successful hit (after doubling if also at point blank)
Aiming High
Declare before rolling. Apply β2 to hit. Resolve criticals on the Critical Table β High instead of Hull. Using chain shot reduces the aiming high penalty to β1.
Mortar Special Rules
Mortars always aim high (apply usual β2, plus additional β1 for inherent inaccuracy). If a mortar misses, note the number on the die and the direction the point faces β the shot travels that many inches in that direction, hitting any ship or fortification at that point instead.
Damage
Each hit does damage based on gun type. Record by moving the damage slider on the ship card. When Ship Points reach 0 β the ship is sunk! Remove from play.
Critical Damage
Any unmodified D10 roll of 1 on a successful hit causes critical damage. For each natural 1, roll 1D6 and consult the appropriate table. Use Critical Table β High when aiming high or for mortar hits. Otherwise use Critical Table β Hull.
Only Mast Hit accumulates β all other critical effects have a maximum of one of each type at any time.
Critical Table β Hull
| D6 | Result | Effect |
|---|---|---|
| 1 | Quarter Deck Hit | Token placed. Next activation: no direction/sail change without passing Skill Test. Fail = move straight, current sail level, all shooting β1 to hit. Remove at end of next activation. |
| 2 | Gun Deck Hit | One gun position loses 2 cannons of each type (min 0) for its next activation. Token removed at end of next activation. |
| 3 | Rudder/Steering Hit | Next activation roll D3: 1 = turn full arc left at end of each move; 2 = no direction change this turn; 3 = turn full arc right at end of each move. Token removed at end of next activation. |
| 4 | Crew Hit | Until end of next activation, automatically fails all Skill Tests. Token removed at end of next activation. |
| 5 | Extra Damage to Structure | Roll D3, add result to total damage taken this round. |
| 6 | Fire on Board! | Place fiery cotton wool on the ship. See Ships on Fire rules. |
Critical Table β High
| D6 | Result | Effect |
|---|---|---|
| 1 | Quarter Deck Hit | Same as Critical Table β Hull result 1. |
| 2 | Sails Hit | Rate of Knots reduced by 2 for the next activation. Token removed at end of next activation. |
| 3 | Crew Hit | Same as Critical Table β Hull result 4. |
| 4 | Substantial Damage to Upper Decks | Roll D6, add result to total damage taken. |
| 5 | Fire on Board! | See Ships on Fire rules. |
| 6 | Mast Hit | Take damage equal to 25% of original Ship Points (round up). Small ships: 1st hit = max Light Sails, 2nd hit = Anchored. Medium+ ships: each Mast Hit reduces max Level of Sail by one. Cumulative and permanent. |
Ships on Fire
A ship catches fire from a Fire critical hit or by being within 1" of a burning ship. Immediately take damage: Tiny/Small = D3, Medium = D6, Large/XL = D10.
At the start of every subsequent activation, make a Skill Test to extinguish:
- Pass: Fire extinguished
- Fail: Take additional D3/D6/D10 damage (by size)
- Unmodified 1: Magazine explosion! Ship destroyed. All ships within 4" suffer D10 damage.
Taking a +2 modifier to the Skill Test (forfeiting sail change, direction change, and shooting) prevents the explosion on a roll of 1.
Strike the Colours (Surrender)
As soon as a ship's Ship Points drop below its Break Value, and every subsequent activation, make a Skill Test. If failed: the ship Strikes the Colours, becomes Anchored as soon as possible, and does nothing else for the rest of the game.
Additionally, during boarding actions, if a ship's Ship Points drop to less than half its initial value, it must pass a Skill Test or surrender. If Ship Points drop below Break Value during boarding, it automatically surrenders without a test.
Repairs
Declare a Repair action when the vessel is activated. The vessel cannot shoot, change Level of Sail, or change direction this activation. Make a Skill Test:
- Pass: Repair D6 damage points
- Fail: Repair 1 damage point
Boarding Actions
Requirements: both ships must be at Light Sails, Battle Sails, or Anchored, and hulls must be within 3" of each other.
- Attempt to Grapple: Active ship makes a Skill Test. If successful, both ships stop and become grappled side-by-side. Grappled ships cannot shoot.
- Board! Divide each ship's current Ship Points by 10 (round up) = number of D10s each side rolls.
- Both sides roll simultaneously aiming to score equal to or less than the Boarding To Hit number.
- First turn of boarding: the currently activated ship adds +1 to its target number.
- Each successful roll = 2 damage. A roll of 1 = 4 damage (critical hit).
Boarding To Hit Table
| Crew | Target Number |
|---|---|
| Inexperienced | 4 or less |
| Regular | 5 or less |
| Veteran | 6 or less |
Boarding Results
The ship that took least damage wins the round. If the loser is now below half its initial Ship Points: must pass a Skill Test or surrender. Below Break Value: automatic surrender. If a draw: nothing further happens. Ship Points reaching 0 = all crew slain/captured (ship still afloat, collision threat).
Repel Boarders / Disengage
A grappled ship when activated may attack normally, OR attempt to disengage by passing a Skill Test. If successful: move normally (Light Sails first move only), cannot shoot this turn. +2 to Skill Test if below half Ship Points. No test needed to leave a surrendered ship.
Multiple Grapples
Add Ship Points of each side together. Side with greatest total adds +2 to Boarding To Hit target numbers. A ship within 3" of any vessel in a grapple may attempt to join it.
Shooting at Grappled Ships
Damage applies equally to all grappled ships. A roll of 1 only inflicts normal damage (no critical).
Collisions
Always try to avoid collisions. If movement would cause one, both ships make a Skill Test (+1 to roll). If the smaller ship is two+ sizes smaller, add +2. If either passes: active player moves their ship past, completing the full move with stern clear of the other. If both fail: collision occurs.
Collision Damage Chart
Find the attacker's size (activating ship) on the left, read across to target's size:
| Attacker β | vs Tiny | vs Small | vs Medium | vs Large | vs XL |
|---|---|---|---|---|---|
| Tiny | 8 | 6 | 4 | 3 | 1 |
| Small | 10 | 8 | 6 | 4 | 3 |
| Medium | 10 | 10 | 10 | 6 | 5 |
| Large | 10 | 10 | 12 | 10 | 8 |
| XL | 10 | 14 | 16 | 14 | 12 |
| Terrain | 10 | 16 | 20 | 26 | 30 |
If the active ship travelled more than 8" in its last or current activation: +3 to all damage. After collision: apply Quarter Deck Hit effects; the ship cannot shoot or initiate grapples.
Ammunition Types
Change ammunition at the start of a game or at the start of a ship's activation. Any gun position changing ammo cannot shoot that turn. Mortars never use special ammunition.
- Aiming high penalty reduced to β1 (not β2)
- For criticals: roll twice on Critical Table β High, choose which to apply
- Range of all guns is halved
- If not aiming high: β2 to hit
- Range of all guns reduced to 8"
- β1 to hit
- Successful hits do double damage
- No critical damage
- Triple damage if also at point blank; quadruple at point blank + stern rake
- Carronades cannot fire
- Any critical damage also sets target on fire
- Rolling a 10 on any hit die = dropped shot; your own ship is set on fire (not for fortifications)
- Range reduced to 3" (point blank modifier not applied)
- Each hit = 4 damage, no critical damage
- +2 to hit target for the ship's first boarding action that turn
Damaged Ships
When Ship Points drop below half: reduce guns of each type at each gun position by half (round up). The ship can no longer be at Full Sails. Lasts until repaired back above half or end of game.
Fire as She Bears
During your activation: Pre-measure the whole move and mark the endpoint. Move your ship, stop at the desired firing point, shoot normally, then complete the move. Turns can only be made at the pre-measured endpoint. Cannot fire as she bears when evading a collision.
During opponent's activation: If a ship has not yet activated and an enemy ends its move in one of your broadside arcs, you may fire as she bears outside normal sequence (after the acting ship's own shooting). Place black cotton wool next to the fired broadside. That gun position cannot shoot again next activation. Swap black for white cotton wool at the end of the activation.
Initial Broadside
The first time a ship shoots with either broadside in a game, only one gun position may shoot, but roll extra D10s:
| Ship Size | Extra Dice |
|---|---|
| Tiny | N/A |
| Small | +1 Light Cannon |
| Medium | +1 Light Cannon, +1 Heavy Cannon |
| Large | +1 Light Cannon, +1 Heavy Cannon, +1 Carronade |
| Extra Large | +1 Light Cannon, +2 Heavy Cannons, +1 Carronade |
Entanglement
Any ship within 1" of another vessel at the end of movement may become entangled. Both ships make a Skill Test (+2 modifier). If either fails: both become entangled (treated as grappled). Entangled ships may initiate boarding or attempt to disengage (with β1 penalty to Skill Tests to disengage).
Squadrons (Tiny vessels)
Three Tiny vessels on one base act as a single model. They have no wake marker and no Level of Sail β instead they move any distance up to their full Rate of Knots and can turn once to face any direction at any point during movement. Squadrons: never block LoS, no critical damage, cannot board (or be boarded), cannot repair, cannot be grappled, cannot become entangled.
Sailing in Lines
Two or more ships at Battle Sails with bows touching the wake marker of the ship ahead form a line. Lines activate as one unit in Weather Gage order. Move and shoot the front ship first, then the rest in sequence. All ships in a line move at the slowest ship's Rate of Knots. A ship that is no longer touching the ship ahead's wake leaves the line.
Musket Fire
When shooting at point blank range, make a Skill Test. If passed: add 3 to final damage (after any doubling/trebling).
Rules of Engagement
Larger ships may not attack smaller ships without passing a Skill Test first (or unless attacked first). Must pass this test every turn they wish to target a smaller vessel. Extra Large and Large count as the same size for this rule.
Fire Ships
Fire ships activate in Weather Gage order. They always travel directly forward at Battle Sails (unless affected by wind or collision), and always fail Skill Tests to avoid collisions. If wind result is 2, 3, 11, or 12: fire ship is out of control β apply Rudder Hit effect permanently. If a fire ship comes within 2" of any ship, that ship is set on fire.
Moving Under Oars
Galleys and some smaller ships can deploy oars. While under oars, move as if at Battle Sails regardless of wind direction, but shoot with an additional β2 penalty. Switching between sails and oars costs one full Turn without shooting.
Fog / Rain Squalls
Block line of sight. Vessels inside are invisible to enemies and cannot fire. Vessels inside cannot exceed Battle Sails. Deployed at game start; remain all game. Sizes: Small (up to 10"Γ10"), Medium (up to 15"Γ15"), Large (up to 20"Γ20").
Land Fortifications (Shore Batteries)
360Β° arc of fire. Always +1 to hit (stable platform). Maximum range increased by 50%. Activate after all ships in Weather Gage order. If both sides have fortifications, roll to see whose activate first. Can be boarded or destroyed β use Structure Points like Ship Points.
Sandbanks
To cross, make a Skill Test (+2 for Medium or smaller). If failed: take D3 (Light Sails), 2D3 (Battle Sails), or 3D3 (Full Sails) damage. Large/XL ships become immediately grounded and cannot move for the rest of the game (can still shoot).
Shoals / Shorelines
Medium, Large, and XL ships cannot come within 3" of a shoreline or shoals. If they do: Skill Test. Fail = collision + grounded. Pass = turn minimum amount to be 3"+ away.
Small Islands / Rocky Outcrops
Same as shoals/shorelines but also block line of sight. Can hold enemy shore batteries.
Wrecks
Block line of sight and cause same damage as shorelines when collided with (use Collision table as terrain). On a wind result of 2, 3, 11, or 12: any wrecks currently in play sink and are removed.
Weather Conditions
Roll a D6 before the game or agree with opponent:
| D6 | Condition | Effect |
|---|---|---|
| 1 | Smooth as Glass | +1 to hit numbers of all gun positions |
| 2β4 | Calm | No modifiers |
| 5 | Rough Seas | β1 to hit all guns. Skill Test needed to go above Light Sails. No Full Sails. Tiny/Small ships take 1 damage at start of each turn. |
| 6 | Stormy Seas | β2 to hit all guns. Light Sails only. Tiny/Small ships take D3 damage each turn. |
Small games: 500β1,000 points per side. Large fleet actions: 2,000+ points. For every 1,000 points, certain ship type limits apply (max X). Inexperienced crew: β20% of final ship cost. Veteran crew: +20% of final ship cost. Calculate crew points after all upgrades.
Ships of the Line
| Ship | Size | Broadsides | SP | Turn | Knots | Pts |
|---|---|---|---|---|---|---|
| 1st Rate (max 2) | XL | 4H-3L-3C | 104 | Yellow | 3 | 450 |
| 2nd Rate (max 1) | XL | 4H-3L-2C | 96 | Yellow | 3 | 400 |
| Large 3rd Rate | L | 3H-2L-2C | 74 | Red | 4 | 280 |
| Small 3rd Rate | L | 3H-2L-1C | 64 | Red | 4 | 250 |
| 4th Rate (max 1) | M | 2H-2L-1C | 44 | Red | 5 | 190 |
| 5th Rate (Frigate) | M | 1H-1L-1C | 36 | Red | 5 | 150 |
| 6th Rate | M | 1H-1L | 28 | Red | 5 | 120 |
Unrated Ships
| Ship | Size | SP | Turn | Knots | Pts |
|---|---|---|---|---|---|
| Brig | S | 20 | Red | 7 | 80 |
| Sloop | S | 16 | Red | 6 | 60 |
| Barque | S | 16 | Red | 6 | 70 |
| Cutter | S | 12 | Red | 4 | 50 |
| Schooner | S | 12 | Red | 4 | 40 |
| Bomb Ketch | S | 20 | Red | 7 | 80 |
| Gunbrig Squadron (max 3) | T | 12 | n/a | 4 | 40 |
| Gunboat Squadron (max 6) | T | 12 | n/a | 4 | 30 |
| Fireship (max 4) | M | 20 | Yellow | 7 | 80 |
| Large Merchant | L | 50 | Red | 5 | 90 |
| Small Merchant | M | 28 | Yellow | 3 | 40 |
Key Upgrades
| Upgrade | Effect | Pts |
|---|---|---|
| Boarding Nets | Opponents suffer β1 to grappling attempts | 10 |
| Grappling Hooks | +1 to Skill Test to grapple | 20 |
| Grenades | +1 to hit target in boarding actions | 30 |
| Lucky | Once per game, re-roll all dice in one Skill Test, shooting, or boarding (must accept second result) | 30 |
| Master Carpenter | +1 to Skill Test for repairs | 20 |
| Master Caulker | Repair +2 extra damage even on failed test | 20 |
| Master Gunner | First time shooting in game: re-roll any misses | 30 |
| Over Gunned | +1H, +1L to each broadside (not unrated ships) | 100 |
| More Carronades | +1C to each broadside | 50 |
| Privateer | +2 to grapple, +2 D10s and +2 to hit vs merchants | 10 |
| Sharpshooters | May re-roll Skill Test for musket fire | 20 |
| Ship's Surgeon | For each boarding hit suffered: Skill Test, pass = no damage | 30 |
| Streamlined Hull | +1" to Rate of Knots on first move per activation | 30 |
| Sturdy | +20 Ship Points | 60 |
| Swivel Guns | Before first boarding round: pass Skill Test to deal 4 damage first | 30 |
| Trained Marines | +1 to hit in boarding actions | 30 |
Max upgrades per ship: XL = 4, Large = 3, Medium = 2, Small = 1, Tiny = 0. No ship may have more than one of the same upgrade. Fortifications cannot take upgrades.
π¬π§ Great Britain
Famous Ships β British
| Ship | Size | Special Rule | Pts |
|---|---|---|---|
| HMS Victory | XL (115 SP, 4H-4L-3C) | HMS Victory and all ships within 20" gain +1 to all Skill Tests | 550 |
| HMS Bellerophon | L (84 SP, 3H-2L-2C) | For every successful hit against her, roll D6. On 5β6: no damage from that hit | 360 |
| HMS Indefatigable | M (60 SP, 2H-2L-1C) | If target takes damage and is below half SP, must immediately Strike the Colours test at β1 | 240 |
Special Characters β British
| Character | Special Rules | Pts |
|---|---|---|
| Admiral Lord Nelson | Every British ship within 20" (including his own) gains +1 to every Skill Test. Ship never Strikes the Colours. Each gun position may re-roll one failed hit roll per turn. If the ship takes musket damage from a Sharpshooters ship: roll D6, on 1β2 Nelson dies. | 60 |
| Admiral Pellew | Re-roll one Skill Test per turn (must accept second result). Ship never Strikes the Colours. | 50 |
| Admiral Collingwood | Every British ship within 10" can re-roll its first broadside (all dice re-rolled, must accept second result). | 40 |
π«π· France
Famous Ships β French
| Ship | Special Rule | Pts |
|---|---|---|
| L'Orient (XL, 120 SP) | +1 to hit vs British ships. Always explodes on unmodified 1 when on fire (even with +2 modifier) | 550 |
| Bucentaure (L, 84 SP) | May make one additional change of direction during any part of its move. +1 to all Skill Test rolls. | 370 |
πͺπΈ Spain
Famous Ships β Spanish
| Ship | Special Rule | Pts |
|---|---|---|
| Santisima Trinidad (XL, 144 SP, 5H-5L-4C) | Can only make one direction change per activation regardless of sail level. Full Sails requires a Skill Test. | 680 |
| La Princesa (M, 34 SP) | If Anchored within 4" of a beach for two full turns without moving/shooting: place a shore gun emplacement within 6". | 150 |
πΊπΈ United States
Famous Ships β US
| Ship | Special Rule | Pts |
|---|---|---|
| USS Constitution (M, 60 SP) | When hit, make a Skill Test. Pass = reduce total damage suffered by half (round up). | 290 |
| USS Essex (M, 45 SP) | +2 to hit in boarding actions. | 190 |
Turn Sequence
- Roll for Wind Direction (2D6)
- Determine Weather Gage Order
- Activate ships in order: check wind β declare sail β move (and fire/board)
- Mark with cotton wool or activation token
- Repeat for all ships
- Remove all tokens
Levels of Sail
| Level | Moves |
|---|---|
| Full Sails | 3 (Yellow: no turn on 3rd) |
| Battle Sails | 2 |
| Light Sails | 1 |
| Anchored | 0 (may turn) |
Gun Ranges & Damage
| Gun | Range | Dmg |
|---|---|---|
| Heavy Cannon | 20" | 2 |
| Light Cannon | 14" | 1 |
| Carronade | 8" | 3 |
| Mortar | 22" | D6 |
Skill Tests
| Crew | D6 Required |
|---|---|
| Inexperienced | 6 |
| Regular | 5 or 6 |
| Veteran | 4, 5 or 6 |
Unmodified 1 = always fail.
To Hit (Base 5 or less on D10)
| Modifier | Situation |
|---|---|
| +2 | Point Blank (within 3") |
| +2 | Veteran crew |
| +1 | Anchored, Large/XL target |
| β1 | 3rd gun position, Small target, target moved 10"+ |
| β2 | 4th gun position, over 10" range, Inexperienced, Full Sails, Tiny target, obscured, aiming high |
Roll of 10 = always miss. Roll of 1 = critical hit.
Boarding
SP Γ· 10 (round up) = D10s rolled. Target: Inexperienced 4-, Regular 5-, Veteran 6-. Hit = 2 dmg. Roll of 1 = 4 dmg. Initiating ship +1 on first turn.
Wind Roll (2D6)
| Roll | Result |
|---|---|
| 2 | Becalmed (β2 Rate of Knots all) |
| 3 | Wind rotates clockwise |
| 4β10 | No change |
| 11 | Wind rotates anti-clockwise |
| 12 | Wind swell (+1 Rate of Knots all) |
Warhammer 40,000 is a tabletop battle game in which each player commands an army of Citadel miniatures. The game unfolds in a series of battle rounds, during which each player takes a turn of five phases. A battle usually lasts for five battle rounds.
What You Need to Play
- This rulebook plus a Codex for your faction
- A Warhammer 40,000 army of Citadel miniatures
- Six-sided dice (D6)
- A tape measure (inches)
- A battlefield with terrain
- A mission (from the mission deck or the Warhammer 40,000 app)
Key Concepts
| Term | Meaning |
|---|---|
| Active Player | The player whose turn it currently is. When a unit is selected to move/shoot/fight, that unit's controlling player becomes active. |
| Friendly/Enemy | Friendly = in your army. Enemy = in your opponent's army. |
| Engaged | A model is within 2" horizontally and 5" vertically of an enemy model. |
| Unengaged | A unit with no engaged models. |
| Coherency | Every model within 2" of at least one other model in the unit, and within 9" of every other model. |
| Battle-shocked | A unit that failed its battle-shock roll. OC becomes '-', cannot use stratagems, cannot start/complete actions. |
| Mortal Wounds | Wounds that bypass saves and go directly to models. Always applied to non-CHARACTER models first. |
| CP | Command Points β spent to use stratagems. Both players gain 1 CP per Command phase. |
Dice
- 2+, 3+, etc.: Roll this value or higher to succeed
- D3: Roll D6 and halve (round up)
- 2D6: Roll two D6 and add together
- Unmodified 1 always fails hit/wound/save rolls
- Unmodified 6 = Critical Hit (hit rolls) or Critical Wound (wound rolls)
Unit Profile Characteristics
| Stat | Description |
|---|---|
| M (Move) | Speed of the model in inches. '-' = cannot move. |
| T (Toughness) | Resilience against harm β used in wound rolls. |
| Sv (Save) | Armour save (e.g. 3+ means roll 3 or higher after AP modifier to save). |
| InSv (Invulnerable Save) | Save that ignores AP. Not all models have one. Always works on the stated result regardless of AP. |
| W (Wounds) | Damage capacity. Reaches 0 = destroyed. |
| Ld (Leadership) | Roll 2D6 for battle-shock: equal to or greater than Ld = pass. |
| OC (Objective Control) | Added together to determine who controls an objective. Battle-shocked units have OC '-'. |
Weapon Profile Characteristics
| Stat | Description |
|---|---|
| R (Range) | Max range in inches. 'Melee' = melee weapon only. |
| A (Attacks) | Number of attack dice rolled. Can be random (e.g. D3, 2D6). |
| BS (Ballistic Skill) | Minimum roll to hit with ranged weapons (e.g. 3+ means 3 or higher). |
| WS (Weapon Skill) | Minimum roll to hit in melee. |
| S (Strength) | Used in wound roll. Compare to target's Toughness. |
| AP (Armour Penetration) | Modifier to opponent's save roll (e.g. AP -2 means subtract 2 from the save roll). |
| D (Damage) | Wounds removed from target model per unsaved wound. |
Battle-Shock Rolls
Roll 2D6 in the Command phase for any unit that is currently battle-shocked, or is at/below half-strength. If the result equals or exceeds the unit's Ld value, the unit is not (or is no longer) battle-shocked. Fail = unit becomes battle-shocked.
Hazard Rolls
Roll one D6: on a 1β2, the unit suffers 1 mortal wound (or 3 mortal wounds if every model is a MONSTER/VEHICLE). If more than one hazard roll is required, make them all simultaneously.
Battle Round Structure
1. Start of Battle Round
Resolve rules triggered at start of battle round.
2. Player Turns (both players)
The same player always goes first each battle round (determined by mission). Each turn has 7 parts:
- Start of Turn Step β rules triggered at turn start
- Command Phase β gain 1 CP, check battle-shock
- Movement Phase β move units and bring on reserves
- Shooting Phase β ranged attacks
- Charge Phase β declare and resolve charges
- Fight Phase β melee attacks (both players participate)
- End of Turn Step β rules triggered at turn end, then mission scoring
3. End of Battle Round
Resolve non-mission rules first, then mission scoring for this point.
Command Phase Steps
- Start of Command Phase
- Gain Core CP β both players gain 1 CP
- Battle-Shock β active player rolls for units that are battle-shocked or at/below half-strength
- Command Abilities β other Command phase rules
- End of Command Phase
Half-Strength Reference
| Starting Strength | At Half-Strength When⦠| Below Half-Strength When⦠|
|---|---|---|
| 1 model (multi-wound) | Remaining wounds = half its W characteristic | Remaining wounds < half its W |
| 2+ models | Remaining models = half starting strength | Remaining models < half starting strength |
Movement Phase Steps
- Start of Movement Phase
- Move Units (active player moves all units one at a time)
- End of Movement Phase
Move Types
| Type | Eligible If | Distance | Restrictions After |
|---|---|---|---|
| Remain Stationary | Any unit | β | None |
| Normal Move | On battlefield, unengaged | Up to M" | Must end unengaged |
| Advance Move | On battlefield, unengaged | M" + D6" | Cannot charge or start action this turn |
| Fall-back Move | Engaged unit | Up to M" | Cannot shoot, charge, or start action. If battle-shocked: Desperate Escape (hazard rolls, can move through enemy) |
| Disembark Move | Embarked in a TRANSPORT | 3" (rapid/tactical) or 6" (combat) | Depends on mode |
| Ingress Move | In strategic reserves | Within 6" of a battlefield edge | More than 8" from enemy. Cannot move again until next Charge phase. |
Coherency
Multi-model units must always end moves in coherency: every model within 2" horizontally and 5" vertically of at least one other model, and within 9" horizontally and 5" vertically of every other model. If out of coherency at End of Turn, remove models one at a time until back in coherency (removed models are destroyed but don't trigger death effects).
Engagement Range
Within 2" horizontally and 5" vertically of an enemy model = engaged. A unit with any engaged models is engaged; a unit with no engaged models is unengaged.
Movement Rules
- Models move in straight lines and/or rotate (rotation doesn't count as distance moved)
- Can move through friendly models and any space the base can fit through
- Cannot move through enemy model bases or off the battlefield edge
- MONSTER/VEHICLE models can move through friendly AND enemy models (not other MONSTER/VEHICLE)
- Flying models (FLY keyword) that "take to the skies": -2" max distance but ignore all models and terrain, ignore vertical distance
Terrain & Movement
| Terrain Type | Movement Rule |
|---|---|
| Exposed / Light | All models move through freely |
| Dense (horizontal) | INFANTRY/BEASTS/SWARM/MOBILE can move through. Others blocked unless sections β€2" tall. |
| Dense (vertical) | Only INFANTRY/BEASTS/SWARM can move vertically through |
| Ending on upper surfaces | Must have INFANTRY/BEASTS/SWARM/FLY/MONSTER keyword. Must be stable, no base overhanging. |
Strategic Reserves
Units can be held back before battle (up to 50% of points limit). They arrive via ingress move from battle round 2. Must be set up more than 8" from enemy. Before round 3: cannot enter opponent's deployment zone. If not arrived by end of round 3: destroyed.
Shooting Phase Steps
- Start of Shooting Phase
- Shoot (active player selects eligible units one at a time)
- End of Shooting Phase
A unit is eligible to shoot if it is on the battlefield and has not already shot this phase.
Shooting Types
| Type | Eligible If | Notes |
|---|---|---|
| Normal Shooting | Unengaged, did not advance this turn | Standard ranged attacks. Targets must be visible, in range, and unengaged. |
| Assault Shooting | Unengaged, made advance this turn, has [ASSAULT] weapons | Can only use [ASSAULT] weapons. |
| Close-Quarters Shooting | Engaged, has [CLOSE-QUARTERS] weapons (or is MONSTER/VEHICLE) | Can target engaged enemies. Non-MONSTER/VEHICLE: only [CLOSE-QUARTERS] weapons vs engaged targets. |
| Indirect Shooting | Unengaged, did not advance, has [INDIRECT FIRE] weapons | Can target units not visible. Target always gets benefit of cover. Hit roll of 1β5 fails (or 1β3 if unit stationary and target visible to a friendly unit). |
| Snap Shooting | When specified (e.g. Fire Overwatch stratagem) | Only hits on unmodified 6. Cannot re-roll hits. Can only target one visible enemy within 24". |
Visibility
- Visible: Can draw a 1mm-wide straight line from any part of observer to any part of target (ignoring models in same unit)
- Fully Visible: Every part of the target facing the observer is visible
- Obscuring terrain areas: If every line of sight crosses an obscuring terrain area (not one either model is in), models are not visible to each other
- Solid rule: Dense terrain features β LoS cannot be drawn through enclosed gaps β€3" from ground level
- Hidden: INFANTRY/BEASTS/SWARM within dense terrain area that did not shoot this turn or last turn β only visible to enemies within 15" detection range
Benefit of Cover
A ranged attack's target has benefit of cover if every model in the target unit meets one of:
- Model has INFANTRY/BEASTS/SWARM keyword and is within a terrain area
- Model is not fully visible to the attacker due to intervening terrain features or obscuring terrain areas
Effect: Worsen BS by 1 for that attack.
Shooting at Engaged MONSTERS/VEHICLES
Enemy MONSTER/VEHICLE units that are engaged can be targeted by ranged attacks. Each attack targeting them: -1 to hit roll (except [CLOSE-QUARTERS] attacks from units engaged with the target).
Charge Phase Steps
- Start of Charge Phase
- Charge (active player resolves charges one at a time)
- End of Charge Phase
Declaring a Charge
A unit is eligible to declare a charge if it is on the battlefield. It cannot declare if:
- It is not within 12" of one or more enemy units
- It is engaged
- It made an advance or fall-back move this turn
Charge Sequence
- Declare Charge β select an eligible unit
- Charge Roll β roll 2D6: result = maximum distance for the charge move
- Attempt Charge β if possible and desired, make the charge move; otherwise no move
Charge Move
- Before moving: select one or more enemy units within 12" AND within the charge roll distance as charge targets
- While moving: each model must end closer to a charge target; each model that can end within 1" of a charge target must do so; each model that can end engaged with a charge target must do so
- After moving: must be engaged with ALL charge targets; cannot be engaged with non-charge-target enemies; models gain Fights First for the rest of the turn
- A double-1 is always a failed charge (2" is never enough to reach engagement range)
Note: A charge target must be within the charge roll distance β not just reachable by the movement path.
Fight Phase Steps
- Start of Fight Phase
- Pile In β both players make pile-in moves (active player first)
- Fight β both players alternate selecting eligible units
- Consolidate β both players make consolidation moves (active player first)
- End of Fight Phase
Pile-In Move
Max 3". Eligible if: engaged, or made a charge move this turn, or selected for an overrun fight. Each moved model must end closer to its pile-in target, and engaged with it if possible. Models in base-contact with enemies cannot be moved.
Fight Sequence
A unit is eligible to fight if it has not yet fought and: is engaged (or was engaged at start of this step), or made a charge move this turn.
- Resolve Fights First Combats: Starting with the active player, alternate selecting Fights First units. If one player has no more Fights First units, the other keeps selecting theirs.
- Resolve Remaining Combats: Players alternate selecting any remaining eligible unit. After each fight, if new Fights First units become eligible, return to step 1.
Fight Types
| Type | Eligible If | Effect |
|---|---|---|
| Normal Fight | Unit is engaged | Fight as described in Making Attacks |
| Overrun Fight | Unit is unengaged (or became unengaged during Fight step) | One additional pile-in move, then fight |
Consolidation Move
Max 3". Eligible if unit was eligible to fight this phase. Select mode in order:
- Ongoing Consolidation (if engaged): move closer to engaged enemy units
- Engaging Consolidation (if enemy within 3"): move into engagement with them. If successful, those enemies must fight immediately.
- Objective Consolidation (if objective within 3"): move within range of that objective
Making Attacks β Overview
- Select Weapons β shooting: one or more ranged weapons; fighting: one melee weapon (must)
- Select Targets β shooting: one enemy unit per weapon (visible, in range, unengaged); fighting: one or more enemy units engaged with the weapon's model
- Resolve Attacks β gather attack dice and run the attack sequence
Attack Sequence
Step 1 β Hit Rolls
Roll one D6 per attack dice. Check in order:
- Unmodified 1 β FAILS
- Unmodified 6 β CRITICAL HIT (still a hit, and can trigger extra effects)
- β₯ BS/WS characteristic β HIT
- Any other result β FAILS
Step 2 β Wound Rolls
Roll one D6 per hit. Check in order:
- Unmodified 1 β FAILS
- Unmodified 6 β CRITICAL WOUND
- Otherwise compare Strength vs Toughness:
| S vs T | Required Roll |
|---|---|
| S is TWICE (or more) T | 2+ |
| S is GREATER than T | 3+ |
| S EQUALS T | 4+ |
| S is LESS than T | 5+ |
| S is HALF (or less) T | 6+ |
Step 3 β Save Rolls
The opposing player makes one save roll per wounding attack.
- Divide target unit into allocation groups: one per CHARACTER model, one per group of non-CHARACTER models with the same W/Sv/InSv
- Declare allocation order: wounded non-CHARACTER models first, then other non-CHARACTER, then wounded CHARACTERs, then unwounded CHARACTERs
- Work from lowest save roll to highest. Select one model in current group (preferring already-wounded models).
- Check result in order: Unmodified 1 = damage inflicted; InSv met = fails (attack blocked); Sv met after AP modifier = fails; any other result = damage inflicted
Step 4 β Inflict Damage
Selected model loses wounds equal to weapon's D characteristic. Reduced to 0 = destroyed.
Save Roll Example
AP -1 on a save roll of 3 β modified result of 2. A model with Sv 3+ needs 3 or higher β fails (2 < 3). A model with Sv 2+ needs 2 or higher β 2 passes β attack fails.
Mortal Wounds
Bypass saves. Each mortal wound: select a model (wounded non-CHARACTER first, then non-CHARACTER, then wounded CHARACTER, then CHARACTER) β that model loses 1 wound. If mixed normal + mortal wounds: resolve normal damage first, then mortal wounds.
Terrain Categories
| Category | Examples | Movement |
|---|---|---|
| Exposed | Craters, razorwire, debris | All models move through freely |
| Light | Barricades, low walls, statuary | All models move through freely |
| Dense | Buildings, ruins, woods, containers | INFANTRY/BEASTS/SWARM through freely. Others: blocked unless sections β€2" tall. Has Solid rule. |
Terrain Visibility Rules
| Rule | Effect |
|---|---|
| Benefit of Cover | -1 to BS of incoming ranged attacks. Applies to INFANTRY/BEASTS/SWARM in any terrain area, or any model not fully visible due to terrain. |
| Hidden | INFANTRY/BEASTS/SWARM in dense terrain area, did not shoot this/last turn. Only visible within 15" detection range. |
| Obscuring | Terrain areas with light or dense features. If all LoS crosses an obscuring area (not one either model is in), models are not visible. |
| Solid | Dense terrain only. LoS cannot pass through enclosed gaps β€3" from ground level. |
| Plunging Fire | +1 BS when attacking model is on terrain 3"+ high (or has TOWERING and target within 12"). Target must have models on ground level. |
Objectives
Objectives coincide with terrain areas. A model is in range of a terrain objective while within that terrain area.
- Level of Control: Add OC of all models within range. Highest OC controls the objective. Tie = neither controls (unless secured).
- Battle-shocked units: OC becomes '-' β cannot contribute to control.
- Secured Objectives: Remain under a player's control even without models present, until the opponent's OC total is strictly greater.
Objective markers (40mm circles) are used when objectives don't coincide with terrain areas. Models within 3" horizontally and 5" vertically are in range.
Spend Command Points (CP) to use stratagems. Both players gain 1 CP each Command phase. The same stratagem cannot be used more than once per phase per player. Cannot target the same unit with more than one stratagem per phase (unless stated).
Core Stratagems
| Stratagem | Cost | When | Effect |
|---|---|---|---|
| Command Re-Roll | 1CP | Any phase, just after making a roll | Re-roll one advance roll, charge roll, damage roll, hazard roll, hit roll, save roll, wound roll, or number of attacks roll. Charge rolls must be re-rolled in full. |
| Epic Challenge | 1CP | Fight phase, just after a friendly CHARACTER unit is selected to fight | Select one CHARACTER model in the unit β its melee weapons gain [PRECISION] until end of phase. |
| Insane Bravery | 1CP | Battle-Shock step, just before a battle-shock roll | That battle-shock roll automatically succeeds. Once per battle. |
| Explosives | 1CP | Your Shooting phase | One EXPLOSIVES/GRENADES model in an unengaged unit selects one unengaged enemy within 8" and visible. Roll 6D6: each 4+ = 1 mortal wound. |
| Crushing Impact | 1CP | Your Charge phase, just after a MONSTER/VEHICLE unit ends a charge move | Select one engaged enemy unit. Roll D6s equal to one model's T characteristic: each 1 = 1 mortal wound to your unit; each 5+ = 1 mortal wound to enemy (max 6). |
| Rapid Ingress | 1CP | End of opponent's Movement phase | One unit in strategic reserves (not AIRCRAFT) makes an ingress move. Cannot use in battle round 1. |
| Fire Overwatch | 1CP | End of opponent's Movement phase | One friendly unengaged unit (not TITANIC) uses snap shooting β only hits on unmodified 6, one visible enemy within 24". |
| Smokescreen | 1CP | Start of opponent's Shooting phase | One friendly SMOKE unit: all attacks targeting it (or units not fully visible due to SMOKE models) grant benefit of cover until end of phase. |
| Heroic Intervention | 1CP (+1CP for Into the Fray) | End of opponent's Charge phase | One friendly unengaged unit within 12" of enemies resolves a charge. Leap to Defend: can only target enemies that charged this phase. Into the Fray (+1CP): charge roll capped at 6; can target any enemy within 6". |
| Counteroffensive | 2CP | Fight step of opponent's Fight phase, just after an enemy unit resolves attacks | One friendly unit that is eligible to fight gains Fights First and must be the next unit you select to fight. |
Monsters & Vehicles
- During normal/advance moves, can move through friendly AND enemy models (not other MONSTER/VEHICLE)
- FRAME models (no base): measure distances to/from the closest point on the model itself
- Engaged MONSTER/VEHICLE units can be targeted by ranged attacks, but attackers suffer -1 to hit
Transports
Units can start embarked. During battle, units can embark after a normal/advance/fall-back move if all models are within 3" of the TRANSPORT (unit was not set up this turn, unit is eligible to embark, TRANSPORT has capacity).
Disembark Modes
| Mode | Condition | Set-up Distance | After |
|---|---|---|---|
| Rapid Disembark | TRANSPORT made a normal or ingress move | 3" | Cannot charge |
| Tactical Disembark | TRANSPORT stationary (or not yet moved) | 3" | Can then make a normal or advance move |
| Combat Disembark | Any other | 6" | Battle-shocked, cannot charge |
| Emergency Disembark | TRANSPORT destroyed | 6" | Hazard rolls, battle-shocked, cannot charge |
Attached Units
Leader/Support units join bodyguard units before battle to form an attached unit (single unit for all rules). While bodyguard models remain, use their highest T for wound rolls. Rules from leader/support models last until that leader/support is destroyed.
Aircraft
- Must start in strategic reserves; return to strategic reserves at end of opponent's turn
- Only make ingress moves; cannot make other move types
- Cannot charge; can only make melee attacks targeting FLY units
- Only FLY units can charge or make melee attacks targeting AIRCRAFT
- Being engaged solely with AIRCRAFT does not prevent normal/advance moves
- Plunging Fire has no effect on/against AIRCRAFT
Aura, Faction, Psychic & Wargear Abilities
- Aura: Tagged 'Aura'. Always affects own model. Duplicate auras don't stack.
- Faction: Only applies if your chosen army faction matches the unit's faction keyword.
- Psychic: Tagged 'Psychic'. Wounds inflicted count as psychic attacks. Can ignore BS/WS modifiers and hit roll modifiers.
- Wargear: Apply while the bearer has the item. Bearer = model with the wargear.
Weapon abilities appear in square brackets in bold, e.g. [BLAST]. Multiple identical abilities are not cumulative β the controlling player selects one instance to apply.
Weapon Abilities
| Ability | Effect |
|---|---|
| [ANTI-X Y+] | Against units with keyword X, unmodified wound roll of Y+ = critical wound. |
| [ASSAULT] | Can be used with assault shooting (after advancing). |
| [BLAST] | +1 attack dice per 5 models in target unit (rounding down). Cannot target engaged units. |
| [CLEAVE X] | If only one target selected: +X attack dice per 5 models in target unit. |
| [CLOSE-QUARTERS] | Identical to [PISTOL]. Can be used in close-quarters shooting (while engaged). |
| [DEVASTATING WOUNDS] | Critical wound = attack sequence ends, target suffers mortal wounds equal to D characteristic (max 1 model per critical wound). |
| [EXTRA ATTACKS] | These weapons are selected in addition to one other melee weapon. |
| [HAZARDOUS] | After resolving attacks, make hazard rolls equal to number of [HAZARDOUS] weapons used. |
| [HEAVY] | +1 to hit roll if unit is unengaged, was not set up this turn, and no model moved more than 3" this turn. |
| [IGNORES COVER] | Target cannot benefit from cover against this attack. |
| [INDIRECT FIRE] | Can target non-visible units. Target always has benefit of cover. Cannot re-roll hits. Hits on 4+ (1β5 fail, unless unit stationary and target visible to a friend = 1β3 fail). |
| [LANCE] | +1 to wound roll if attacking unit made a charge move this turn. |
| [LETHAL HITS] | Critical hit can automatically wound (no wound roll). Note: choosing this means no critical wound, so no [DEVASTATING WOUNDS]. |
| [MELTA X] | If target was within half range: +X to weapon's D characteristic. |
| [ONE SHOT] | Can only be selected to make attacks once per battle. |
| [PISTOL] | Identical to [CLOSE-QUARTERS]. |
| [PRECISION] | Can select a CHARACTER allocation group as the current group if a visible CHARACTER is in the target unit. |
| [PSYCHIC] | Can ignore BS/WS modifiers and hit roll modifiers. Attacks count as psychic attacks. |
| [RAPID FIRE X] | +X attack dice if target was within half range. |
| [SUSTAINED HITS X] | Critical hit = X additional hits. |
| [TORRENT] | Attacks automatically hit. |
| [TWIN-LINKED] | Can re-roll the wound roll. |
Unit Abilities
| Ability | Effect |
|---|---|
| Deadly Demise X | When a model in this unit is destroyed: roll D6. On 6, each unit within 6" suffers X mortal wounds. |
| Deep Strike | On ingress, if all models have this ability, can be set up anywhere more than 8" from enemies (even in opponent's deployment zone). |
| Feel No Pain X+ | Each time this model would lose a wound, roll D6: on X+, that wound is not lost. |
| Fights First | All models in unit have this = it is a Fights First unit. Fights before non-Fights-First units in the Fight phase. |
| Firing Deck X | TRANSPORT: in Shooting phase, can select up to X embarked models and temporarily use their ranged weapons. |
| Hover | When taking to the skies, do not subtract 2" from maximum distance. |
| Infiltrators | Deploy anywhere more than 8" from opponent's deployment zone and all enemy units. |
| Leader / Support | See Attached Units rules. Forms an attached unit with a bodyguard unit. |
| Lone Operative | Unless in attached unit: not visible to enemies beyond 12". Cannot be targeted by [INDIRECT FIRE] from beyond 12". |
| Scouts X" | In pre-battle Resolve Abilities step: can make a scout move up to X" (must end more than 8" from enemy). Or reposition from strategic reserves into deployment zone. |
| Stealth | If all models have this: all ranged attacks targeting the unit grant it benefit of cover. |
| Super-Heavy Walker | Can move through models (not TITANIC) and horizontally through terrain sections β€4" tall. Can optionally gain MOBILE keyword for a move (allowing dense terrain movement) but roll D6 after: on 1, battle-shocked. |
Actions
Units perform actions to complete objectives/missions. A unit is not eligible to start an action if it is: not on battlefield; an AIRCRAFT/FORTIFICATION; battle-shocked; OC 0 or '-'; engaged (unless TITANIC); made advance or fall-back this turn; started another action this turn. Once an action is started, the unit cannot shoot (except TITANIC) or charge. Any move (except pile-in or consolidation) cancels the action.
Turn Structure
- Start of Turn
- Command Phase (gain 1 CP, battle-shock)
- Movement Phase
- Shooting Phase
- Charge Phase
- Fight Phase
- End of Turn
Wound Roll (S vs T)
| Comparison | Roll Needed |
|---|---|
| S β₯ 2ΓT | 2+ |
| S > T | 3+ |
| S = T | 4+ |
| S < T | 5+ |
| S β€ Β½T | 6+ |
Save Roll
Roll D6 per wounding attack. Modify result by weapon's AP. Check InSv first (ignores AP). Then check Sv after AP. Unmodified 1 always fails.
Attack Sequence
- Select weapons
- Select targets
- Gather attack dice (A characteristic)
- Hit rolls (vs BS/WS; 1=fail; 6=crit hit)
- Wound rolls (vs T; 1=fail; 6=crit wound)
- Save rolls (vs Sv, modified by AP)
- Inflict damage (D characteristic)
Shooting Restrictions
- Target must be visible
- Target must be in range
- Target must be unengaged (normal shooting)
- MONSTER/VEHICLE engaged: -1 to hit
- Cover: -1 to BS
- Advancing: only [ASSAULT] weapons
Core Stratagems Quick
| CP | Stratagem |
|---|---|
| 1 | Command Re-Roll |
| 1 | Epic Challenge |
| 1 | Insane Bravery (once) |
| 1 | Explosives |
| 1 | Crushing Impact |
| 1 | Rapid Ingress |
| 1 | Fire Overwatch |
| 1 | Smokescreen |
| 1 | Heroic Intervention |
| 2 | Counteroffensive |
Dead Man's Hand is a fast-play Wild West skirmish game where each player controls a small gang of between 5 and 9 models. Games are played as a series of three linked Scenes β Opening, Second, and Final β each with its own cast, story setup, and victory conditions.
The game uses a standard deck of playing cards for initiative, activation order, and special events. A half deck contains 14 cards; a full deck contains 23 cards (including the Joker). Each gang also has its own gang-specific card deck for additional effects.
Core Concepts
Reputation (Rep)
Each model has a Reputation cost. Gangs are typically built to a set Rep limit (e.g. 21 Rep for a Final Scene). Rep determines model quality β higher Rep = better stats.
The Deck
Each gang draws from their own deck. Initiative cards determine activation order β Ace high, 2 low, Joker highest. Cards in hand can be played for special effects.
Actions
Each model gets 3 actions per activation: Move, Aim, Shoot, Reload/Change Weapon, or Recover (remove an Under Fire Marker).
D20 Resolution
All shooting is resolved with a D20. Results are modified by shooter and target modifiers, then checked against the Shooting Result table. A natural 1 is always Out of Ammo.
Scene Structure
Games of Dead Man's Hand are called Scenes, divided into three acts. Each Scene has The Cast (who's playing), The Story So Far, The Set (terrain setup), Directions (deployment), Action! (deck setup and hand size), and The End (victory conditions).
A standard Dead Man's Hand day uses: an Opening Scene (small, 1β3 models per side), a Second Scene (medium, more models), and a Final Scene (full gangs, up to 21 Rep per side).
1. Initiative
- Draw the top card of the deck face up and assign it to one model β this is the initiative card. Highest card gets initiative. Draws are resolved by drawing additional cards; highest wins.
- Draw a face-down card and assign to each remaining model in your gang.
- Reveal all initiative cards. The player with the lowest card may swap it with another of their initiative cards in play.
2. Activations
- Activate models in initiative order β Ace high, 2 low, Joker highest.
- Each model gets 3 actions.
- Play cards from hand. Any card can be trumped (cancelled) by the opponent discarding a card of the same value from their hand.
- A trumped card loses its ability; the trumping card also loses its ability.
3. End of Turn
- Remove all movement markers.
- Draw a card into your hand if you used a card during this turn.
- Reshuffle the discard pile and add it back to your draw pile.
Actions Summary
| Action | Summary | Notes |
|---|---|---|
| Move | Move up to 10cm | Mount/dismount a horse; enter hand-to-hand fighting |
| Aim | +1 to hit per aim action | Affects 1st following shot only. Shotguns may not aim. Rifles/carbines may aim twice (+2 total) |
| Shoot | Take a single shot | Roll D20, apply modifiers, check Shooting Result table |
| Reload / Change Weapon | Reload, unjam or switch guns | Required after Out of Ammo result or both-barrels shotgun |
| Recover | Remove an Under Fire Marker | One marker removed per Recover action |
Interruptions
If a model has not yet activated, it may declare Duck Back against a model that is shooting at it. Move the model 10cm and discard its activation card. Even if the model moves out of sight, the shooter can fire one shot (movement and cover modifiers apply; measure range to starting point).
Discard your activation card in response to an enemy activation to fire a single shot. Only one Quick Shot per enemy activation. If the target is shooting at long range, the quick shot fires first. At close/point blank, shooting is simultaneous. Modifiers apply normally.
Only one interruption may be declared per enemy model's activation β you must choose between Duck Back and Quick Shot.
Movement Rules
- A Move action allows a model to move up to 10cm.
- Models cannot get closer than 2cm to an enemy model unless engaging in hand-to-hand fighting.
- Models cannot use 3 Move actions to enter hand-to-hand fighting β a maximum of 2 move actions may be used to enter HtH.
- Models may jump gaps of up to 6cm.
- Models may climb up to 8cm per move action, but must clear to the next level completely, or remain at the bottom.
- Obstacles can be crossed for free as part of a move action.
- Turning to face does not count as movement.
- Friendly models do not restrict movement of other friendly models through their bases.
Horses
Either side can mount their entire gang on horses at the cost of 3 Rep. The cost is the same whether one or all are mounted. Having both a mounted and foot version of the model is essential, as mounted models may need to dismount during the game or may be shot from their horse.
| Rule | Detail |
|---|---|
| Mounted Move | Up to 20cm per move action |
| Buildings | Mounted models may not enter buildings unless indicated at game start |
| Climbing | Mounted models may not climb buildings |
| Falling | Riders may fall from their horse if hit (see Falling rules) |
| Hand-to-Hand | Mounted models that have declared at least one move action may enter HtH when 5cm or less from a target (vs 2cm for foot models) |
| Shooting penalty | -1 to hit when firing from a mount |
Roll a D20, apply all modifiers from the Shooter and Target tables, then check the Shooting Result table. A natural 1 is always Out of Ammo regardless of modifiers.
Shooter Modifiers
| Shooter Is: | Modifier | Notes |
|---|---|---|
| Taking two move actions | -1 | Applies if two moves are declared for the activation, not just before firing |
| At Point Blank range (with pistol) | +2 | |
| At Close range | 0 | |
| At Long range | -1 | |
| Aimed shot | +1 | Only affects the single following shot |
| Second shot | -1 | |
| Third shot | -2 | |
| Firing from a mount | -1 | |
| Under Fire | -1 per marker | 3 markers = -3 to hit |
Target Modifiers
| Target Is: | Modifier | Notes |
|---|---|---|
| Moving | -1 per move action taken | |
| Behind substantial cover | -1 | Must obscure 50%+ of the model |
| A Boss | -1 | No effect if the firer is also a Boss |
| Mounted | +1 | |
| Obscured | -1 | Any target where a clear LoS cannot be drawn to the entire base due to intervening models (not terrain) |
Weapons Table
| Weapon | Max Shots | Point Blank | Close | Long | Notes |
|---|---|---|---|---|---|
| Pistol | 3 | 0β10cm | 11β20cm | 21β30cm | +2 at Point Blank |
| Rifle | 1 | N/A | 0β50cm | 51cm+ | May Aim twice (+2 total) |
| Repeater | 2 | N/A | 0β40cm | 41cm+ | |
| Carbine | 1 | N/A | 0β40cm | 41cm+ | May Aim twice |
| Shotgun (single barrel) | 2 | 0β10cm | 11β20cm | N/A | +4 at Point Blank; may not Aim; Out of Ammo if 2 shots taken in one turn |
| Shotgun (both barrels) | 1 | 0β10cm | N/A | N/A | +6 at Point Blank and Out of Ammo; may not Aim or Quick Shoot. Counts as one action. |
| Musket | 1 | N/A | 0β40cm | 41cm+ | Always Out of Ammo after firing. Any non-OOA hit = Under Fire marker and nerve test |
Shooting Results
| Modified Roll | Result |
|---|---|
| Natural 1 | Out of Ammo β shooter may not shoot again this activation; must reload next turn |
| 2β10 | Miss |
| 11β14 | Under Fire Marker |
| 15β18 | Under Fire Marker and Nerve Test |
| 19+ | Out of Action |
Models must shoot at the closest enemy target unless a nerve test is passed to pick a different one.
Models with two pistols ignore an Out of Ammo result on the shooting table (treat it as a miss). This has no effect against the "For a Few Bullets More" card.
Unless stated otherwise, characters in your gang only have a single weapon. If the profile says "Pistol, Rifle or Repeater" that means you have one of those weapons β just one.
Entering Hand-to-Hand
- A model may enter HtH by spending up to 2 move actions. No model may use 3 move actions to enter HtH.
- Foot models must be within 2cm to initiate HtH. Mounted models that have declared at least one move action may enter when within 5cm.
- Models may not shoot into hand-to-hand combat (unless a special rule allows it).
- No more than one model can be engaged in a single hand-to-hand fight at once.
Resolving Combat
Both sides roll 1D10 and apply modifiers:
| Modifier | Condition |
|---|---|
| +1 | For each Under Fire Marker on the enemy model |
| +1 | Coming from higher ground |
| +1 | Initiating the combat this turn |
| HtH stat | Add the model's HtH value (can be negative) |
The losing model suffers an Under Fire Marker for each point of difference in the rolls. A draw means both models fight again next turn.
In subsequent HtH rounds, the model with the highest initiative card starts combat and gets +1. If combat is resolved, the survivor may take two actions based on their initiative card.
Breaking Off
A model in HtH may attempt to break off by spending two move actions. The model moves at least 2cm and up to 10cm away. If the model breaking off had the highest initiative, the other model activates normally with its initiative card.
Nerve Tests
Roll 1D10 and compare to the model's Nerve value. A natural 1 always fails. If failed, take an Under Fire Marker.
| Modifier | Condition |
|---|---|
| -1 per marker | Each Under Fire Marker on the model |
| +1 (max +1) | A friendly model is within 15cm |
Under Fire Markers
Under Fire Markers represent models pinned down and suppressed. They cause negative modifiers to shooting (-1 per marker) and nerve tests (-1 per marker). Models can remove markers with a Recover action (one per action).
Big Nerve Tests
At the start of a turn, if more than half your models are Out of Action, you must take a Big Nerve Test:
- Test using the remaining model with the highest Nerve value.
- Each additional model Out of Action beyond the halfway point applies a -1 modifier.
- If the number of Under Fire Markers on your models is double or more than your remaining model count, the test is automatically failed.
- If both sides fail in the same turn, the result is a draw.
Deck Setup
Each gang plays with either a half deck (14 cards) or full deck (23 cards) as specified in the Scene. Each side shuffles their deck and cuts it. Cards are dealt face-down as initiative cards, with one face-up for the gang leader. At game start, each player draws their hand as specified.
At the end of each turn, if you played a card, draw one back into your hand. Reshuffle the discard pile into your draw pile each turn.
Gang Card Colours
| Gang | Half Deck | Full Deck |
|---|---|---|
| The Law | Red (Diamonds or Hearts) | Both red suits + Joker |
| Outlaws | Black (Spades or Clubs) | Both black suits + Joker |
| Cowboys | Red or Black (chosen) | Both chosen suits + Joker |
| Desperados | Red or Black (chosen) | Both chosen suits + Joker |
| The Stranger / Citizens | Red (Diamonds or Hearts) | Both red suits + Joker |
| Bushwackers | Red (Diamonds or Hearts) | Both red suits + Joker |
| Jayhawkers | Black (Spades or Clubs) | Both black suits + Joker |
Trumping Cards
Any card played from hand can be trumped by the opponent playing a card of the same value from their own hand. Both cards are discarded and neither effect applies. You can trump a trump with another card of the same value β there is no limit to how many times a card can be trumped back and forth in a single turn.
Key Common Card Rules (FAQ)
The single measurement does not have to be in a straight line.
Play after the opponent does their low-card swap, then apply the card's effect.
Play after the low-initiative swap for maximum effect. Playing it before is valid but less punishing to the opponent.
| Model | Weapons | Hits | Nerve | Shoot | HtH | Rep |
|---|---|---|---|---|---|---|
| Sheriff | Pistol | 5 | 2+ | +1 | 0 | 6 |
| Marshal (0β1) | Pistol | 4 | 3+ | +2 | 0 | 5 |
| Deputies (2+) | Pistol, Rifle or Repeater; up to 2 may have shotguns | 4 | 4+ | 0 | 0 | 2 |
| Citizens (0β4) | Pistol; up to half may have shotguns | 3 | 6+ | -1 | -1 | 1 |
Any Lawman in line of sight of the Sheriff receives an additional +1 to nerve tests.
The player may remove a single Under Fire Marker at the end of each turn.
| Model | Weapons | Hits | Nerve | Shoot | HtH | Rep |
|---|---|---|---|---|---|---|
| Boss | Pistol or Repeater | 5 | 2+ | +1 | +1 | 6 |
| Gunslinger (0β1) | Pistol | 4 | 3+ | +2 | 0 | 5 |
| Dudes (2+) | Pistol or Repeater; up to 2 may have shotguns | 4 | 4+ | 0 | 0 | 2 |
| Varmints (0β2) | Pistol; up to half may have shotguns | 3 | 6+ | -1 | -1 | 1 |
Once per turn, one model may Duck Back as normal, but if the nerve test is passed, it does not burn its activation card. Only one model in the gang may use this ability per turn.
Once per game, following the reveal of initiative cards, may swap one card in hand with one of their initiative cards.
| Model | Weapons | Hits | Nerve | Shoot | HtH | Rep |
|---|---|---|---|---|---|---|
| Range Boss | Pistol, Rifle or Repeater | 5 | 2+ | +1 | +1 | 6 |
| "Man with no Name" (0β1) | Pistol, Rifle or Repeater | 4 | 3+ | +2 | 0 | 5 |
| Cowboys (2+) | Pistol, Rifle or Repeater; up to 1 shotgun | 4 | 4+ | 0 | 0 | 2 |
| Greenhorns (0β2) | Pistol; up to half may have rifles | 3 | 6+ | 0 | 0 | 1 |
Following the reveal of initiative cards, may play a second face-down card to a model within 20cm of the Boss. This may be used to replace that model's original card.
Once per turn, if a model is facing a nerve test that would put it Out of Action, the player may declare "Tough as Old Boots" and take the test at 3+, with no other modifiers.
| Model | Weapons | Hits | Nerve | Shoot | HtH | Rep |
|---|---|---|---|---|---|---|
| Boss | Pistol | 5 | 2+ | +1 | +1 | 6 |
| Killer (0β1) | Two Pistols | 4 | 3+ | +2 | 0 | 5 |
| Bandits (2+) | Pistol, Rifle or Repeater; up to 1 shotgun | 4 | 3+ | 0 | 0 | 2 |
| Low Lifes (0β4) | Pistol; up to half may have rifles | 3 | 5+ | -1 | -1 | 1 |
May shoot into hand-to-hand combat. Draw a card from the deck β an even number hits the friendly model in the fight, anything else hits the enemy. Also ignore nerve tests when the Outlaw's "Hostage" card is used against them. Works even if the Boss is not present.
Once per turn, at the end of a pistol-armed model's actions, that model may take a further shoot action. The shooter receives an Under Fire Marker. Cannot be used if the shooter is in substantial cover.
Once per game, declare before any models are activated. All models ignore nerve tests for this turn. Models doing so receive an Under Fire Marker at the end of the turn.
The Killer has two pistols. Models with two pistols ignore Out of Ammo results on the shooting table (treat as miss). No effect against "For a Few Bullets More".
Scenario Supplements
Half of the gang must be armed with a pistol as their sole ranged weapon. The rest are Citizens from Dead Man's Hand.
| Model | Weapons | Hits | Nerve | Shoot | HtH | Rep |
|---|---|---|---|---|---|---|
| The Stranger | Pistol | 5 | N/A | +3 | +1 | 11 |
| Upstanding Citizens (2) | Pistol, Rifle or Repeater | 4 | 4+ | 0 | 0 | 2 |
| Citizens (0β6) | Pistol, rifle or repeater; up to 2 shotguns | 3 | 6+ | -1 | 0 | 1 |
The Stranger has no Nerve value and never takes nerve tests. Any "Under Fire Marker and nerve test" result is treated as just an Under Fire Marker. While the Stranger is alive and on the table, no Big Nerve Test is required for the Stranger or any remaining Citizens.
The Stranger may take one Quick Shot per turn without burning his activation card, as long as he has not yet activated this turn. This Quick Shot does not count as an action.
The Stranger may not use the Duck Back interruption.
The Stranger is never Out of Ammo due to a natural roll of 1. He can still be affected by the "For a Few Bullets More" card (value 2) as normal.
The Stranger and Citizens use either set of common red cards (Diamonds or Hearts) for a half deck, or both red sets for a full deck.
Half of each gang must be armed with a pistol as their sole ranged weapon. Both gangs share the same profile but have unique special rules.
| Model | Weapons | Hits | Nerve | Shoot | HtH | Rep |
|---|---|---|---|---|---|---|
| Captain | Pistol, Sword | 5 | 2+ | +1 | +1 | 6 |
| Sergeant (0β1) | Pistol | 4 | 3+ | +2 | 0 | 5 |
| Guerrillas (2+) | Pistol or Musket | 4 | 4+ | 0 | 0 | 2 |
| Ruffians (0β4) | Pistol or Musket | 3 | 6+ | -1 | -1 | 1 |
The Captain is armed with a sword, which allows him to force an opponent to reroll their HtH score.
Can only fire 1 shot per turn. Always Out of Ammo after firing. Any hit from a musket that doesn't automatically take a character Out of Action causes an Under Fire Marker and Nerve Test result.
| Weapon | Max Shots | Close | Long | Notes |
|---|---|---|---|---|
| Musket | 1 | 0β40cm | 41cm+ | Out of Ammo after firing |
Bushwacker Special Rules
At the beginning of each turn, after initiative cards are placed but before any model activates, the Bushwacker player may move any one of their models one move action for free. This is outside the normal turn and does not count as movement for shooting purposes.
Mounted Bushwackers do not suffer the usual -1 to hit when firing from horseback.
Jayhawker Special Rules
Any musket-armed troops may replace their muskets with repeater rifles.
Nominate 1 enemy model at the beginning of the game. All shots at this target are +1 to hit.
Bushwackers use red cards; Jayhawkers use black cards.
Life Here's a Little Too Quick β The Stranger
Bad guys: five normal dudes with 2 Rep each. Good guys: The Stranger (Rep 11).
As the Stranger sits having a shave, some local gunhands decide to show him some local hospitality.
Mark the centre of the table. No substantial cover within 20cm of centre. Two pieces of substantial cover max in main thoroughfare; none in side roads. The Stranger placed inside a building within 20cm of centre. Three bad guys placed within 20cm of Stranger. Two remaining bad guys in buildings 30β40cm away β drunk and complacent until a bad guy is taken Out of Action.
Each side uses a half deck (14 cards). Baddies get 3 hand cards, goodies get 2. In the first turn the Stranger is not dealt an initiative card β treat him as having an Ace.
Scene ends when: (1) The Stranger is Out of Action, or (2) three bad guys are Out of Action.
Both sides equally matched at 10 Rep. Neither side can use a Boss. If continuing from Scene 1, the winning side draws an extra hand card.
Same as Opening Scene β a street must run the length of the table. Bad guys placed at one end within 10cm of table edge in the middle of the street. Good guys placed on top of or inside buildings along the main street (max 2 models per building).
Citizens use a full deck (23 cards) and get 4 hand cards. Bad guys use a half deck and get 3 cards.
Scene ends when: (1) citizens all Out of Action, (2) bad guys all Out of Action, (3) citizens fail a Big Nerve Test, or (4) bad guys get 2+ models off the opposite table edge.
Both sides with a full gang at 21 Rep. If continuing, the winner of Scene 2 draws an extra hand card.
Good guys split into four groups of two, with the Stranger alone. Groups placed alternately in buildings on the main street, at least 30cm from any table edge and 10cm from any other group. Bad guys placed within 10cm of a randomly-determined table edge, on the street (not in buildings). The Stranger placed last, in any building, not within 20cm of any bad guy.
Both sides use full decks (23 cards) with 5 hand cards each.
Scene ends when one side is wiped out or fails a Big Nerve Test.
Ride with the Devil β Bushwackers & Jayhawkers
Bushwackers and Jayhawkers each have 2 Guerrillas, all mounted.
Ranging through the land, two pairs cross paths and engage each other at a small farm.
Mark the centre with a coin or well β no substantial cover within 20cm. Small farm with no more than 3 buildings. One player places scenery, the opponent chooses which side to play from. A road runs from one table edge to the opposite.
Jayhawkers placed first, both together within 40cm of centre. Bushwackers placed within 40cm of centre but no closer than 50cm to the Jayhawkers.
Each side uses a half deck (14 cards). 1 hand card each.
Scene ends when one side has one man Out of Action.
Bushwackers: Group 1 β Sergeant with 3 Guerrillas (all pistols). Group 2 β 1 Guerrilla and 2 Ruffians (all pistols). Jayhawkers: Sergeant (pistol) and 4 Guerrillas (2 pistols, 2 muskets).
The Bushwackers have located a Union medical wagon and intend to take its vital medical supplies.
Medical wagon or supply objective in the centre on a road. Three small groups of trees on each side of the road, no closer than 20cm to each other or the centre.
Jayhawkers all placed within 15cm of the medical wagon. Bushwacker Sergeant's group placed at least 40cm from any Jayhawker; second group at least 30cm. To take supplies, a Bushwacker must be in physical contact with the objective and use one action. If Jayhawkers are in contact, they enter HtH with the Bushwacker.
Both sides use full decks (23 cards). 3 hand cards each.
Scene ends when: (1) Jayhawkers all Out of Action, (2) Bushwackers have 4 models Out of Action, or (3) Bushwackers get 3+ medical supplies off the table edge.
Both sides with a full gang at 21 Rep.
The Jayhawkers have trapped a group of Bushwackers. The Bushwackers need to break free; the Jayhawkers need to hold them until reinforcements arrive.
Mark the centre. Bushwacker player places all scenery. Jayhawker player selects one building within 20cm of any table edge as the Bushwacker starting position β the opposite table edge is their exit. Only 2 pieces of substantial cover (not buildings) may be in the main thoroughfare; none in side roads.
Bushwackers placed inside or on the nominated building. Jayhawkers placed at least 30cm from the target building.
Both sides use full decks (23 cards). 5 hand cards each. In Turn 1, Bushwackers only place 3 initiative cards (player's choice). All other Bushwackers count as Surprised in Turn 1.
Scene ends when one side is wiped out, fails a Big Nerve Test, or the Bushwackers get more than half their original model count off the nominated table edge.
Compiled by Stevyn Pritchett. Print runs of Dead Man's Hand from 2015 include the Two Pistols and Horses passages below, which were missing from earlier printings.
Rules Additions (2015 Print)
Horses are not commonly used in DMH but players may wish to use them. Either side can mount their entire gang on horses at the cost of 3 Rep. A mounted move action is up to 20cm. Mounted models may not enter buildings unless indicated at game start, may not climb buildings, and riders may fall if hit. Mounted models that have declared at least one move action may enter HtH when 5cm or less from a target.
Models with two pistols ignore an Out of Ammo result on the shooting table (treat as miss). No effect against "For a Few Bullets More".
Unless stated otherwise, characters only have a single weapon. If a profile lists "Pistol, Rifle or Repeater" that means one of those β just one.
FAQ Questions & Answers
Q1: Does the single measurement have to be in a straight line?
No.
Q2: Can cards be trumped back and forth repeatedly?
Yes β you can play as many cards as you wish each turn.
Q3: If you trump a card, can you complete the action on your trump card?
No β the card you use to Trump loses its ability in return for cancelling the opponent's card.
Q4: Does the low-card swap have to involve the model with the lowest card?
No β the player with the lowest card can swap any of their own initiative cards with another.
Q5: If both sides tie for lowest card, who gets to swap?
Neither β if both have the same low card, neither has the lowest.
Q6: Do friendly models restrict movement through their bases?
No β no movement restrictions for friendly models.
Q7: Does turning 180Β° count as a move action?
No β turning to face doesn't count as movement.
Q8: Can a model use 3 move actions without actually going anywhere (to force -3 to hit)?
Yes β it could represent hiding on the spot or dancing to avoid fire.
Q9: When does a model choose which weapon to fire?
When you fire the first time you choose. After that, changing weapons requires one action.
Q10: Do you only reload when you roll a 1 or fire a shotgun?
Yes β the rest of the time protagonists reload as they go.
Q12: If I declare two move actions after shooting, do I get the -1 shooting penalty?
Yes β you must declare move actions upfront, so a plan to fire then move twice gives -1 to hit.
Q14: If I declare two shots at one figure but kill it with the first, can the second shot target a different enemy?
No.
Q15: Can you declare "Shoot, Reload, Shoot" with a both-barrels shotgun to fire twice in one turn?
No β Out of Ammo means no further shooting that turn.
Q16: Does firing both barrels count as one or two actions?
One action. You can follow it with a reload and still be ready for next turn.
Q17: Is a natural 1 always Out of Ammo, even if modifiers would take it negative?
Yes β a natural 1 is always Out of Ammo. But a 3 with modifiers reducing it to 1 is not Out of Ammo.
Q18: Can you fire a shotgun (both barrels), change weapon, then fire that weapon in the same activation?
Yes.
Q20: Does poor cover (fences etc.) have any effect?
No β fences and other poor cover do nothing.
Q21: Are Obscured and Substantial Cover mutually exclusive?
No β they can stack. Obscured only counts for models blocking LoS, not terrain.
Q23: What is the minimum distance for Duck Back?
None β you can duck down in place.
Q24: Can you Duck Back off the table edge?
Yes, but you can't come back.
Q25: If the model ducking back remains in sight, how many shots does the shooter get?
If the model gets totally out of sight: 1 shot. If not: all declared shots.
Q26: Can you Duck Back to avoid hand-to-hand combat?
Yes.
Q27: Can you Quick Shot when an opponent declares Recover actions?
Yes β and apparently quite funny.
Q28: Can both a Quick Shot and a Duck Back be declared during a single enemy activation?
No β only one interruption per activation.
Q29: If both sides fail a Big Nerve Test in the same turn, is it a draw?
Yes β it's a draw.
Q30: If you start exactly 2cm from an enemy, does it take one activation to enter HtH?
Yes.
Q32: Does the model with the lowest initiative card get to activate if combat is unresolved?
No β its card is discarded if neither party is taken Out of Action.
Q34: If the model with the highest initiative breaks off, does the other model activate normally?
Yes.
Q35: When breaking free, how far must you move?
At least 2cm and up to 10cm.
Q46: Above Snakes (Outlaws) β can every model in the gang use this per turn, or only one?
Only one model in the gang per turn.
Q47: Tough as Old Boots vs Yellow Belly card β which takes precedence?
Last action wins. If the player plays Yellow Belly after "Tough as Old Boots" is declared, the Cowboy dies. If "Tough as Old Boots" is declared after Yellow Belly is played, the Cowboy lives.
Q48: Does "Life Ain't Worth Spit" (Desperados) work when the Boss isn't present?
Yes.
Q40β42: Hostage (Outlaw Queen card)
Each character that wants to fire must pass their own nerve test. The Hostage lasts until the Outlaw is shot or has to reload, but can be voluntarily discarded at any time.
Turn Sequence
- Initiative: Draw top card (face up, assign to leader). Highest = initiative. Draw face-down for each other model. Lowest card player may swap one of their cards.
- Activations: In order (Ace high, 2 low, Joker highest). 3 actions each. Cards can be trumped by same-value cards.
- End of Turn: Remove movement markers. Draw a hand card if you played one. Reshuffle discards.
Actions
| Action | Effect |
|---|---|
| Move | Up to 10cm; mount/dismount; enter HtH |
| Aim | +1 to hit (1st following shot). Rifles may aim twice |
| Shoot | Roll D20 vs shooting result table |
| Reload | Clear Out of Ammo / change weapon |
| Recover | Remove 1 Under Fire Marker |
Weapons
| Weapon | Shots | PB | Close | Long |
|---|---|---|---|---|
| Pistol | 3 | 0β10 (+2) | 11β20 | 21β30 |
| Rifle | 1 | β | 0β50 | 51+ |
| Repeater | 2 | β | 0β40 | 41+ |
| Carbine | 1 | β | 0β40 | 41+ |
| Shotgun (S) | 2 | 0β10 (+4) | 11β20 | β |
| Shotgun (BB) | 1 | 0β10 (+6) | β | β |
Shooting Results (D20)
| Roll | Result |
|---|---|
| Natural 1 | Out of Ammo |
| 2β10 | Miss |
| 11β14 | Under Fire Marker |
| 15β18 | Under Fire Marker + Nerve Test |
| 19+ | Out of Action |
Shooter Modifiers
| Condition | Mod |
|---|---|
| 2 move actions declared | -1 |
| Point Blank (pistol) | +2 |
| Long range | -1 |
| Aimed shot | +1 |
| Second shot | -1 |
| Third shot | -2 |
| Firing from mount | -1 |
| Under Fire (per marker) | -1 |
Target Modifiers
| Condition | Mod |
|---|---|
| Moving (per move action) | -1 |
| Substantial cover | -1 |
| Is a Boss | -1 |
| Mounted | +1 |
| Obscured by models | -1 |
Nerve Tests
Roll 1D10 vs Nerve value. Natural 1 always fails. If failed, take an Under Fire Marker.
| Modifier | Condition |
|---|---|
| -1 per marker | Each Under Fire Marker |
| +1 (max +1) | Friendly model within 15cm |
Hand-to-Hand
Both sides roll 1D10. Apply HtH stat value.
| +1 Bonus For |
|---|
| Each Under Fire Marker on enemy |
| Coming from higher ground |
| Initiating combat this turn |
Loser takes an Under Fire Marker per point of difference. Draw = fight again next turn.
Legend of Dead Man's Hand (LDMH) is the expansion to Dead Man's Hand, introducing four new gangs β Banditos, Renegade Indians, Pinkertons, and 7th Cavalry β along with a full campaign system, new special rules, and additional scenarios.
LDMH uses all the core rules of Dead Man's Hand with the following additions and new factions. The expansion also introduced the official two-pistols rule (since adopted as an FAQ for the base game).
What's New in LDMH
New Gangs
4 new factions: Banditos, Renegade Indians, Pinkertons, and 7th Cavalry β each with unique weapons, profiles and special rules.
Campaign System
A full linked campaign with Opening, Second and Final Scenes per campaign turn. Models earn Fame, suffer Injuries, and develop over time through Schemes and Events.
Doc Amos
A unique support character who can join any gang. He cannot fight or be targeted, but heals Under Fire Markers during the battle.
New Weapons
The Carbine (short rifle, 1 shot, 0β40cm/41cm+, may aim twice) and Plethora of Pistols (a gang trait weapon, ignores Out of Ammo results) are introduced.
| Model | Weapons | Hits | Nerve | Shoot | HtH | Rep |
|---|---|---|---|---|---|---|
| Honcho | Plethora of Pistols | 5 | 2+ | +1 | 0 | 6 |
| Charro (0β1) | Plethora of Pistols | 4 | 3+ | +2 | 0 | 5 |
| Caballeros (2+) | Plethora of Pistols, rifle or repeater; up to 1 may have a shotgun | 4 | 4+ | 0 | 0 | 2 |
| Vaqueros (0β4) | Pistol; up to half may have rifles | 3 | 6+ | -1 | -1 | 1 |
A model armed with a plethora of pistols may have no other weapon. The model ignores Out of Ammo results on the shooting table and counts them as a miss instead.
Whenever called upon to make a nerve test against shooting, the target gets a -1 bonus if the Bandito player has more models on the gaming table.
Played at the start of the game after models have been set up. The Bandito player may remove one dude from the game. This model has set up an ambush. At the start of any turn, before initiative cards are placed, this model may be set up anywhere on the gaming table, as long as it is not within 20cm of any enemy.
| Model | Weapons | Hits | Nerve | Shoot | HtH | Rep |
|---|---|---|---|---|---|---|
| Chief | Pistol, hand weapon | 5 | 2+ | +1 | +2 | 6 |
| Dog Soldier (0β1) | Pistol, hand weapon | 4 | 3+ | +2 | +1 | 5 |
| Warriors (2+) | Hand weapon plus pistol, rifle or repeater | 4 | 4+ | 0 | +1 | 2 |
| Braves (0β4) | Hand weapon | 3 | 6+ | -1 | 0 | 1 |
All Indian Renegades with pistols as their sole ranged weapon are also armed with a fighting knife, tomahawk, war club, or similar. This confers an additional +1 to their HtH value (already reflected in profiles above).
Once per turn, a model may move 20cm when using a Duck Back interruption, instead of the normal 10cm.
May be used once per game when an opposing model is killed by one of yours in hand-to-hand combat. The killer makes an immediate 10cm move. If this move results in base contact with another enemy model, an immediate hand-to-hand fight is resolved. If the target of this attack survives and has not yet activated, they may "break off" from the combat.
| Model | Weapons | Hits | Nerve | Shoot | HtH | Rep |
|---|---|---|---|---|---|---|
| Special Agent | Pistol | 5 | 2+ | +1 | +1 | 6 |
| Bounty Hunter (0β1) | Pistol | 4 | 3+ | +2 | 0 | 5 |
| Detectives (2+) | Pistol or repeater; up to 2 may have shotguns | 4 | 3+ | 0 | 0 | 2 |
| Nightwatchmen (0β4) | Pistol or repeater | 3 | 5+ | -1 | -1 | 1 |
Once per game, for a single turn, all Pinkerton models may ignore negative modifiers for nerve tests.
Once per turn, one Pinkerton that has line of sight to an opposing model may take a free move as long as it brings them closer to an enemy model. This move does not affect the model's three actions in any way, including for shooting modifiers.
| Model | Weapons | Hits | Nerve | Shoot | HtH | Rep |
|---|---|---|---|---|---|---|
| Officer | Pistol, Sword | 5 | 2+ | +1 | +1 | 6 |
| Indian Fighter (0β1) | Pistol | 4 | 3+ | +2 | 0 | 5 |
| Troopers (2+) | Carbine | 4 | 4+ | 0 | 0 | 2 |
| Recruits (0β4) | Carbine | 3 | 6+ | -1 | -1 | 1 |
Max shots: 1. Point Blank: N/A. Close: 0β40cm. Long: 41cm+. May aim twice (for +2 to hit).
The Officer is armed with a sword, which allows him to force an opponent to reroll their HtH score.
In scenes without an Officer, one Trooper acts as an NCO, receiving a -1 bonus to their Nerve value (i.e. improves by 1 step).
Any Trooper may be designated as the bugler. While the bugler is alive, the gang receives an additional +1 to any Big Nerve Tests. Works whether the Officer is present or not.
7th Cavalry do not receive the -1 penalty for shooting with a carbine when they take two move actions.
For one-off games, 7th Cavalry may all be mounted in Final Scenes at a cost of only 1 Rep (instead of the usual 3).
Doc Amos
| Weapons | Hits | Nerve | Shoot | HtH | Rep |
|---|---|---|---|---|---|
| None | N/A | N/A | N/A | N/A | 2 |
The Doc can never be targeted or taken Out of Action. He may not take shoot actions or enter HtH. He never counts as obscuring another target or impeding movement. In effect, he is treated as a token on the tabletop rather than an active participant.
Doc may take one special heal action per turn as part of his normal 3 actions, as long as he is in base contact with a model that has suffered Under Fire Markers. He rolls a D20:
| D20 Roll | Markers Removed |
|---|---|
| 1β10 | Remove 1 Under Fire Marker |
| 11β17 | Remove 2 Under Fire Markers |
| 18β20 | Remove 3 Under Fire Markers |
Step-by-Step Campaign Turn
1 β Play an Opening Scene
- Determine Winner & Allocate Fame
- Determine Injuries & Update Roster
- Spend Fame & Update Roster
2 β Play a Second Scene
- Determine Winner & Allocate Fame
- Determine Injuries & Update Roster
- Spend Fame & Update Roster
3 β Play a Final Scene
- Determine Winner & Allocate Fame
- Determine Injuries & Update Roster
- Spend Fame & Update Roster
4 β Check All Schemes & Update Roster
Review any active Scheme cards and apply their effects to the roster.
5 β Generate a Campaign Event
Draw or roll for a Campaign Event that affects the next turn.
6 β Check Victory Conditions
If any gang meets the Victory Conditions, the campaign ends. If not, return to Step 1.
Key Campaign Concepts
Fame is the campaign currency, earned by winning scenes and achieving objectives. Fame is spent to upgrade models, recruit new members, and improve equipment between scenes.
Models taken Out of Action during a scene may suffer lasting injuries. After each scene, check each model taken Out of Action against the Injuries table and update the roster accordingly.
Each gang can pursue Schemes β long-term plans that provide bonuses or victory points when completed. Schemes are checked at the end of each campaign turn.
Campaign Events are generated each turn and can affect the next set of scenes β introducing new challenges, opportunities, or unexpected twists to the ongoing story.
The full campaign rules, injury tables, fame costs, scheme cards and event tables are found in the Legend of Dead Man's Hand rulebook from Great Escape Games.
The LDMH Gang Roster sheet tracks: Gang Type, Name, Rep, Player's Name, and for each model β Name, Weapons, Hits, Nerve, Shoot, HtH, Rep, and "What He's Known For" (special traits earned in campaign).
Complete Faction Stats Reference
| Gang | Leader | Elite | Regulars | Recruits |
|---|---|---|---|---|
| The Law | Sheriff 5H/2+/+1/0/6Rep | Marshal 4H/3+/+2/0/5Rep | Deputies 4H/4+/0/0/2Rep | Citizens 3H/6+/-1/-1/1Rep |
| Outlaws | Boss 5H/2+/+1/+1/6Rep | Gunslinger 4H/3+/+2/0/5Rep | Dudes 4H/4+/0/0/2Rep | Varmints 3H/6+/-1/-1/1Rep |
| Cowboys | Range Boss 5H/2+/+1/+1/6Rep | "Man with No Name" 4H/3+/+2/0/5Rep | Cowboys 4H/4+/0/0/2Rep | Greenhorns 3H/6+/0/0/1Rep |
| Desperados | Boss 5H/2+/+1/+1/6Rep | Killer 4H/3+/+2/0/5Rep | Bandits 4H/3+/0/0/2Rep | Low Lifes 3H/5+/-1/-1/1Rep |
| Banditos | Honcho 5H/2+/+1/0/6Rep | Charro 4H/3+/+2/0/5Rep | Caballeros 4H/4+/0/0/2Rep | Vaqueros 3H/6+/-1/-1/1Rep |
| Renegade Indians | Chief 5H/2+/+1/+2/6Rep | Dog Soldier 4H/3+/+2/+1/5Rep | Warriors 4H/4+/0/+1/2Rep | Braves 3H/6+/-1/0/1Rep |
| Pinkertons | Special Agent 5H/2+/+1/+1/6Rep | Bounty Hunter 4H/3+/+2/0/5Rep | Detectives 4H/3+/0/0/2Rep | Nightwatchmen 3H/5+/-1/-1/1Rep |
| 7th Cavalry | Officer 5H/2+/+1/+1/6Rep | Indian Fighter 4H/3+/+2/0/5Rep | Troopers 4H/4+/0/0/2Rep | Recruits 3H/6+/-1/-1/1Rep |
Format: Hits / Nerve / Shoot / HtH / Rep. Weapons listed on each faction's detail page.
Roster Tracking Fields
- Gang Type β e.g. Outlaws, Pinkertons, 7th Cavalry
- Name β player-given name for the gang
- Rep β current total Reputation of the gang
- Players Name β the player controlling this gang
- Per model: Name, Weapons, Hits, Nerve, Shoot, HtH, Rep, What He's Known For
- Notes β ongoing injuries, equipment, traits from campaign
- Schemes and Events β active scheme cards and event effects
Photocopy the official roster sheet from the Legend of Dead Man's Hand rulebook, or download it free from www.greatescapegames.co.uk.