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Of Oil and Iron
Dieselpunk mecha skirmish β€” Beta v0.2.1
Core Rules5 CorporationsCampaigns
Black Powder Epic Battles
Napoleonic Waterloo Campaign β€” 2023
WaterlooCommand SystemArmy Lists
Black Seas
Age of Sail Naval Wargame β€” 2019
BroadsidesBoarding ActionsFleet Lists
Warhammer 40,000
Core Rules β€” 10th Edition
Battle RoundAttack SequenceStratagems
Dead Man's Hand
Wild West Skirmish β€” Great Escape Games
4 GangsCard ActivationLegend of DMH

Use the AI Assistant to ask rules questions in plain English. The AI has full knowledge of all three rulebooks and can help with rules queries and strategy for any game.

Of Oil and Iron
Introduction Β· Beta v0.2.1 Β· By Scott Hadley

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 3–5 Rigs per side. Official miniatures at www.ofoilandiron.com.

Weight Classes

ClassBase Size
Light40mm
Medium50mm
Heavy60mm
Colossal80mm
Core Rules
The Rigs Β· Rig Control Terminal Β· Stats

Rig Stats

StatDescription
SpeedMax distance per Move action (inches)
AimMinimum dice score to hit
IronWeight capacity for weapons/equipment
Weapon SlotsLight/Med/Heavy: 2 slots. Colossal: 3 slots
Structure PointsDurability per location. At 0 = Catastrophic Damage
ArmourDamage thresholds (Direct/Severe/Critical)
Engine ExhaustHeat reduced at end of each activation

Weapon Stats

StatDescription
ROFRate of Fire β€” number of D6 rolled per attack
STRStrength / armour penetration
RNGRange in inches. Two values = different profiles at each
ACCAccuracy modifier applied to Aim value
IronIron 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 4–6 rounds. End of round 4: D12, 8+ = end. End of round 5: D12, 5+ = end. Round 6: always ends.

Actions & Heat
Activation Β· Action Points Β· Engine Heat

Each Rig may take up to 5 actions when activated. Many generate Heat [X].

Action Summary

ActionHeatDescription
Move1Move up to Speed value in inches
Fire Weapon1Make a ranged or melee attack
Called Shot1Choose hit location, -2 ACC. Engine cannot be targeted from front arc
Ram1After moving 2"+, both Rigs take D6 + STR X hits
Reload1Reload all weapons
Repair1D12: 6+ = 1SP; 10+ = 2SP. Not on catastrophically damaged
Shut Down0Forfeit all actions; set engine heat to 0
Prepare1Place face-down reaction token
Use EquipmentXVaries 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

ClassSTR
Light7
Medium8
Heavy9
Colossal10

Preparations

Prepare: Evasive Manoeuvre
When targeted by an attack, move up to half Speed in any direction before it's made. If now out of range/LoS, attack fails.
Prepare: Return Fire
After being attacked, choose 1 weapon and retaliate.
Prepare: Brace for Incoming Fire
+2 armour for all front-facing attacks during the triggering activation.

Heat Threshold Table (D12 + modifier)

ResultEffect
1–5Nothing Happens
6–7System Stall β€” 1 Hull damage
8–9Hydraulic Blowout β€” 2 Leg damage, Speed -2" until Repaired
10–11Ammo Detonation β€” 2 Arms, 1 Hull. One weapon disabled until Repaired
12–13Fuel Line Rupture β€” 1 Hull + ongoing D12 damage each activation until Repaired
14–15Structural Buckling β€” 1 damage to ALL components
16–17Emergency Shutdown β€” heat resets to 0, skip next activation
18Chain Reaction β€” 1 damage all + roll again
19Engine Failure β€” Engine 2 damage; heat can no longer decrease
20+Catastrophic Failure β€” all components catastrophic; heat can't decrease
Attacking & Damage
Combat Sequence Β· Hit Location Β· Impact Rolls

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)

D12Location
1–4Hull
5–7Arms
8–10Legs
11–12Engine

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).

Catastrophic Damage
When Structure Points Hit Zero
🦡 Legs
  • Movement -2"
  • Cannot backpedal
  • Additional leg damage: completely immobilised (can still pivot)
  • If Arms also destroyed: Rig destroyed
πŸ›‘οΈ Hull
  • -2 max actions per activation
  • -1 Aim
  • Additional hull damage: Rig destroyed
πŸ’ͺ Arms
  • Roll D12: 1–6 Left arm, 7–12 Right (Colossals: 1–4 Left, 5–8 Hull, 9–12 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
βš™οΈ Engine
  • Heat cannot drop below first numbered space
  • Additional engine damage: Rig destroyed
Weapon Perks
Special Weapon Abilities
PerkEffect
Armour PiercingImpact roll of 6: add D3 to result
BombardmentNo LoS required; without LoS: -2 ACC
Charged Shot+2 STR; each attack roll of 1 = +1 heat
Explosive XOn hit, each other Rig within X" suffers the same hits
FlakImpact rolls of 1 can be re-rolled once
Full Auto+2 ROF; each roll of 1 = +1 heat; no Called Shot
HotGenerates 2 heat instead of 1
HullColossal only; once per Rig; mounts on/within Hull
ImpaleOn hit, D12 6+: target immobilised until next activation (can still pivot)
Incendiary XOn hit: +X to target's engine heat
Limited Ammo XOnly X uses per game
MeleeMust be within 1"; no reload between attacks
PrecisionCalled Shot without -2 ACC penalty
ShockOn hit: target movement halved (rounded down) next activation
StaggeringOn hit, D6: 1–2 pivot 90Β° left; 3–4 pushed back 2"; 5–6 pivot 90Β° right
Sustained FireEach hit roll of 6 = 2 hits instead of 1
The Corporations
Five Great Factions of the Smoglands
The Krim Corporation
"Ruthless aristocrats wielding power through fear and dominance."
Playstyle: Offence over defence. High-heat, high-damage. Win fast or risk structural failure.
Nox Industries
"An industrial giant choking the world with smoke and relentless production."
Playstyle: Walking fortresses. Slow but persistent. Heavy armour and devastating mortar fire.
Triton Engineering
"Ocean-born survivors defending the last great oil wells."
Playstyle: Slow and imposing. Close-quarters dominance. Hookshots drag enemies into range.
Arcus Technologies
"Isolated pioneers safeguarding arctech in a world bent on stealing it."
Playstyle: Fast and surgical. Arc weapons stun and disrupt. Flank and disappear.
Freegear Coalition
"Rebels and deserters building hope from scrap and defiance."
Playstyle: All-rounders. High Iron capacity. Adaptable and unpredictable.
Equipment
Tables A & C β€” Rig Equipment

Each Equipment can only be taken once per Rig. "Discard" items are discarded after successful use.

Table A

#EquipmentEffectIron
1ExtinguisherBefore a Heat Threshold roll, roll D12. On 4+, ignore the roll. Discard.1
2Reinforced Iron PlatingIncoming front arc attacks: -1 STR2
3Reinforced Iron Alloy PlatingIncoming front arc attacks: -2 STR3
4Ablative Armour PlatingOnce per game, ignore damage from one attack. Discard.2
5Concentrated Fuel+2" Speed. Fuel Line Rupture = 2 extra damage.1
6Advanced Ammo StorageOnce per game, re-roll all failed hits for one attack. Discard.1
7Stabilised Weapon JointsMay fire within 180Β° arc1
8High Calibre AmmunitionChoose one weapon: +1 STR2
9Exotic Engine CoolantReduce Heat Threshold roll results by 12
10Smoke DispensersOnce per game, [action] deploy smokescreen. Attacks from 6"+ = -2 ACC until next activation.1
11Sophisticated Periscopes+1 ACC when targeting enemies within 10"2
12Arc-Enhanced Targeting System+1 ACC when targeting enemies beyond 10"2

Table C

#EquipmentEffectIron
1Emergency Repair KitOnce per game, restore 3 SP to any location. Discard.2
2External Fuel TanksOnce per game, next action generates no heat. Discard.1
3Flare LaunchersOnce per game, fire flare at a location. For one round, all Rigs gain +2 ACC within 12" of flare.1
4Radio ScramblerChoose enemy within 18". Both roll D12. If yours is higher: target loses 2 actions next turn. Discard.1
5Rig BayonetMay use Ram without suffering damage itself.2
6Supplementary Heat VentOnce per activation, Vent Heat [0]. Next attack costs [-1] heat but -1 ACC.1
7Thermal Sights+1 ACC against Rigs above their Heat Threshold.2
8Artillery Spotting Module[Action 1] Call artillery bombardment in LoS. D12 for each Rig within 6": on 10+, STR 8 hit.2
9Battlefield Recovery RigCampaign Only Roll salvage table D3 times in Aftermath.5
11Black Market Parts CacheCampaign Only Once per Aftermath, ignore one permanent negative repair trait.3
12Contracted Recovery CrewCampaign Only +2 to recovery roll for destroyed Rigs (not if exploded).3
13Experimental Load-Bearing FrameCampaign Only One Rig gains +1 Iron capacity.3
Assembling a Squadron
Formations Β· Skirmish Β· Operation Β· Warfront

Players agree on an Engagement type, then both choose a Squadron Formation from the same matching tier.

Skirmish Formations

FormationLightMediumHeavyColossal
Sword21β€”β€”
Maceβ€”11β€”
Dagger4β€”β€”β€”

Operation Formations

FormationLightMediumHeavyColossal
Claymore1111
Broadsword31β€”1
Lance122β€”
Morningstar131β€”
Axeβ€”13β€”

Warfront Formations

FormationLightMediumHeavyColossal
Battleaxeβ€”222
Greatsword4211
Warhammerβ€”231
Scythe3β€”22
Maulβ€”24β€”
Engagements
Standard & Special Engagements

Standard Engagements

Standard

Iron Clash

Destroy the enemy Squadron. VP for destroyed Rigs (Light 2 / Medium 3 / Heavy 4 / Colossal 5).

Standard

High Value Target

Each player nominates their highest weight-class Rig as HVT. Last player with HVT intact wins.

Standard

Point of Control

Each player places 2 objectives. Each round: Rig within 3" of objective = 2 VP. Highest VP wins.

Standard

Total Command

Each player places 1 objective. Control = more Rigs within 4". Control BOTH at end of any round = instant win. Otherwise: draw.

Standard Β· Deploy 1 or 2

Push the Line

Each round: 2 VP per Rig in enemy territory. Highest VP wins.

3 Rounds

Supply Airdrop

Start of round 2: roll D6, place objective in matching quadrant (1–4) or centre (5–6). Control by having more Rigs within 3". Controller at round 3 end wins.

Standard

Salvage Heist

Each player places 3 objectives. Rig within 1" can collect salvage [2 heat] = 3 VP. Most VP wins.

3 Rounds

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: 10–13 | Severe: 14–15 | Critical: 16+

Special Engagements

Special Β· Deploy 9

Ambush

Ambusher vs Target. Target deploys first. Ambusher secretly notes positions near edges. Round 1: Target Rigs have Prepare: Brace against first attack.

Special Β· 3 Rounds Β· Deploy 5 or 9

Hold the Line

Defender cannot leave deployment zone. Defender wins if 50%+ survive. Otherwise Attacker wins.

Special Β· Standard

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.

Special Β· Standard Β· Deploy 5

Breakthrough

Attacker must move 50%+ of Squadron off the opposite table edge. Otherwise Defender wins.

Campaign
Linked Engagements Β· Squadron Progression

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

  1. Select an Engagement (or roll randomly)
  2. Select a Deployment (or roll randomly)
  3. Select a Battlefield (terrain type with aftermath effects)
  4. Play normally
Quick Reference
Everything you need mid-game β€” Oil & Iron

Round Phases

  1. Initiative: roll D12
  2. Activation: alternate one Rig each
  3. Maintenance: heat rolls, exhaust, end effects

Actions (up to 5)

ActionHeat
Move1
Fire Weapon1
Called Shot (-2 ACC)1
Ram1
Reload1
Repair (D12, 6+=1SP)1
Shut Down (heat→0)0
Prepare1
Use EquipmentX

Attack Sequence

  1. Declare (front arc only)
  2. Check range
  3. LoS: 25%=-1 ACC, 50%=-2 ACC
  4. Roll D6Γ—ROF vs Aim (6 always hits)
  5. Apply perks
  6. Hit location (D12, target rolls)
  7. Impact D6+STR: side +2, rear +4
  8. Update SPs

Hit Location (D12)

RollLocation
1–4Hull
5–7Arms
8–10Legs
11–12Engine

VP for Destroyed Rigs

ClassVP
Light2
Medium3
Heavy4
Colossal5
Black Powder Epic Battles
Waterloo Campaign Β· 2023 Edition Β· Design: Rick Priestley & Jervis Johnson

Black Powder Epic Battles: The Waterloo Campaign is a game for those who wish to recreate the visceral conflict of 15 June–8 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.

The Army
Units Β· Brigades Β· Commanders Β· Fighting Qualities

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

TypeSizeBases
Infantry (60Γ—20mm bases)Large5
Standard4
Small3
Cavalry (60Γ—20mm bases)Large4
Standard3
Small2
Artillery (42Γ—30mm bases)Standard3

Fighting Qualities (example: British Line Infantry)

Hand-to-HandShootingMoraleStamina
634+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 3–6 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.

RatingDescription
10Military Genius
9Great commander
8Good β€” able and confident
7Average β€” safe pair of hands
6Poor β€” indecisive
5Fool

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.

Formations
Infantry & Cavalry Formations Β· Changing Formation

Units can adopt different formations for different situations. Changing formation takes one entire move and requires a command order.

Line
Bases arranged side-by-side. Best for shooting β€” maximum men bearing on target. Must be substantially straight, or spend a move redressing before moving further.
Attack Column
Infantry: two bases wide. Cavalry: single base wide, rest ranked behind. Best for advancing into combat. +1 to Staff Rating for orders.
March Column
Single base wide, rest behind. Best for moving quickly. Cannot shoot at all. Terrible for fighting β€” troops caught in march column suffer badly. +1 to Staff Rating (or +2 if on road/track).
Skirmish Order
Bases spaced 1" apart. Flexible β€” no flanks or rear. Can enter woodland. Cannot be shot at as a clear target. Cavalry/infantry skirmishers can evade from charges.
Square (Infantry Only)
Bases arranged in a square. Best defence against cavalry. Cannot charge. Cannot move if cavalry within 12". Shoot with 1 die per facing. Combat +3 result vs cavalry. Break test results: always hold (not retire).
Mixed Formation (Infantry Only)
Main body + skirmish screen to front. 1 base detached (2 for large units). Shoot using 1 die total. More flexible than pure line.

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.

Command & Orders
Issuing Orders Β· Staff Ratings Β· Blunders Β· The General

Sequence of Play

Blue Turn

  1. Blue Command (initiative moves first, then orders)
  2. Blue Shooting
  3. Hand-to-Hand Combat (both sides)

Red Turn

  1. Red Command
  2. Red Shooting
  3. 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:

ResultOutcome
Greater than Staff RatingOrder fails β€” unit cannot move (unless free move applies)
Equal to or 1 less than Staff Rating1 move
2 less than Staff Rating2 moves
3+ less than Staff Rating3 moves
Double 6BLUNDER!

Command Modifiers

ModifierSituation
-1 per full 12"Distance from commander to unit
-1Enemy unit within 12" of unit receiving order
+1Unit in Attack Column
+1Unit in March Column or Limbered Artillery
+2March 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)

D6Result
1Rapid Retreat β€” 2 moves away from closest visible enemy
2Retreat β€” 1 move away from closest visible enemy
3Move to Left β€” 1 move into own left quarter
4Move to Right β€” 1 move into own right quarter
5Move Forward β€” 1 move to own front
6Charge! β€” charge closest visible enemy (roll D6: 1–2 = 1 move, 3–4 = 2 moves, 5–6 = 3 moves)

Special Orders

Brigade Order
Issue the same order to multiple units in a brigade. All units must be within 6" of each other when order is given and after it's carried out. If order fails: all units fail.
Follow Me Order
Commander gallops to a unit (within 12") and leads it personally. If successful: commander joins the unit and both can make up to 3 moves in any manner. Last order commander gives that turn.
Rally Order
Commander joins a unit (within 12") with 2+ casualties. If successful: remove 1 casualty marker. Last order that turn. Cannot remove the final casualty.
Initiative Orders
If enemy units are within 12" at the start of the Command phase, a unit may move once without an order β€” before any commanders issue orders. Cannot also receive an order that turn.

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

TypeMove
Commander on foot36"
Commander on horseback48"
Movement & Terrain
Move Distances Β· Terrain Effects Β· Proximity Rule

Move Distances (per move)

Unit TypeDistance
Infantry, Limbered Foot Artillery, Wagons12"
Cavalry, Limbered Horse Artillery18"
Manhandled Artillery6" (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

TerrainEffect
WoodsInfantry in skirmish order only, at half pace (1" = 2" moved)
Rough GroundSkirmishers: 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
ImpassableSteep 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.

Shooting
Ranged Fire Β· Artillery Β· Morale Saves Β· Disorder

Weapon Ranges

WeaponMax Range
Smoothbore carbines12"
Smoothbore muskets18"
Rifled carbines18"
Rifled muskets24"
Light smoothbore artillery36"
Smoothbore artillery48"

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)

FormationDice
March ColumnCannot shoot at all
Attack Column1 die
Mixed Formation1 die
Square1 die per facing
BuildingsUp to 2 dice per facing

'To Hit' Modifiers

ModifierSituation
-1Shooters are Shaken or Disordered
-1Target is not a clear target (skirmishers, artillery, partly obscured, in buildings)
+1Close 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 ModifierSituation
+1Infantry in Attack Column (not vs artillery)
+1In woods, hedgerows or similar light cover
+2In buildings/fortifications
-2In March Column
-1Hit by artillery at long range
-2Hit 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

RangeDice
Short (up to 6")3
Medium (up to half max range)2
Long (over half max range)1
Artillery 'To Hit' ModifierSituation
+1Target in attack column, march column, or square
-1Long range
-1Shooting 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.

Hand-to-Hand Combat
Charging Β· Supports Β· Combat Results Β· Victorious Units

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

ResponseWho Can Use It
StandAll units (default)
Closing FireInfantry in line/column/square/mixed; artillery
EvadeCavalry charged by infantry; skirmishers charged by formed troops
CounterchargeCavalry charged to their front (not if shaken/disordered)
Turn to FaceCavalry (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

ModifierSituation
+1Charging (first turn of combat only)
+1Won previous round of this engagement
-1Shaken or Disordered
-1In skirmish formation
-1Engaged 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:

BonusSituation
+1Rear support
+1Flank support
+3Square vs Cavalry
+3/+2/+1Occupying 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)
Break Tests & Shaken Units
When to Test Β· The Roll Β· Results Β· Shaken Effects

When Break Tests Are Required

  1. Unit suffers excess casualties from shooting (total > Stamina)
  2. Unit is shaken by closing fire, or takes any casualties from artillery closing fire
  3. Unit is defeated in hand-to-hand combat
  4. Unit draws hand-to-hand combat and is shaken
  5. Supporting unit sees the unit it's supporting break

The Break Test

Roll 2D6 and apply modifiers:

ModifierSituation
-1 per excess casualtyCasualties above Stamina value
-1Unit is Disordered
-1Hit by artillery that turn (for shooting/closing fire tests)

Break Test Results

ScoreInfantry/CavalryArtillery
4 or lessUnit breaks β€” removed from fieldBreaks β€” removed
5Retire one full move to rear, becoming disordered. If unable, may retire two moves. If still unable: break.Breaks β€” removed
6 (Shooting)Holds groundBreaks β€” removed
6 (H-t-H Infantry)Holds groundBreaks β€” removed
6 (H-t-H Cavalry)Cavalry retire one full moveBreaks β€” removed
7+Holds groundBreaks 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.

Advanced Rules
Infantry Squares Β· Mixed Formations Β· Special Rules

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.

Victory
Broken Brigades Β· Army Morale Β· Winning

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.

Quick Reference
Everything you need mid-game β€” Black Powder

Turn Sequence

  1. Command (initiative moves first)
  2. Shooting
  3. Hand-to-Hand Combat (both sides)

Both sides take a turn; Blue then Red.

Move Distances (per move)

UnitDistance
Infantry / Foot Artillery / Wagons12"
Cavalry / Horse Artillery18"
Manhandled guns6" total
Commander on foot36"
Commander on horseback48"

Weapon Ranges

WeaponRange
Smoothbore carbines12"
Muskets / Rifled carbines18"
Rifled muskets24"
Horse Artillery36"
Foot Artillery48"

Orders (roll 2D6 vs Staff Rating)

RollResult
Above Staff RatingFail (no order)
Equal / 1 below1 move
2 below2 moves
3+ below3 moves
Double 6BLUNDER!

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

SizeStamina
Large4
Standard3
Small / Artillery2
Special Rules
Unit Special Rules Β· Commander Special Rules

These rules give units and commanders distinct qualities. Army lists specify which rules apply to each unit type.

Unit Special Rules β€” Summary

RuleEffect
BloodthirstyRe-roll all failed combat attacks in the first round of hand-to-hand combat (once per game)
BraveShaken unit can rally on 4+ at end of Command phase if more than 12" from any enemy
CrackRe-roll one failed morale save per casualty event β€” only while the unit has zero casualties
Determined ChargeMust 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 ChargeRe-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 SquareCan 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 RaisedOn first shoot or first round of H-t-H, roll D6: 1=Terror (need 6s to hit, disordered); 2–3=Panic (need 6s to hit); 4–5=Sterling (no effect); 6=Huzzah (+1 shot or attack this turn only)
Heavy CavalryWhen charging or countercharging, add +D3 to combat result (roll D6, divide by 2 rounding up = +1 to +3)
LancersOn a charge/countercharge, hits inflict -1 morale save on cavalry targets and -2 morale save on infantry/artillery targets
MaraudersIgnore distance penalties when giving orders to this unit. Also: disordered Marauder cavalry can turn to face and evade
Mounted InfantryCan mount/dismount as part of a move when specifically ordered. Different stats when mounted vs on foot.
Poor ShootersMust 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 ShootersRe-roll one missed shot each time the unit shoots
SteadyAutomatically passes the first Break Test of the battle (at maximum possible score)
StubbornRe-roll one failed morale save each time the unit suffers casualties
Superbly DrilledGets a free move even if an order is failed (extends the free move beyond march columns/limbered artillery)
Terrifying ChargeCharged enemies must take a Break Test the moment contact is made, before closing fire
Tough FightersRe-roll one failed hand-to-hand combat attack each turn
UnreliableNo move on a Command roll equal to the commander's Staff Rating (a result that would normally give 1 move)
UntestedStamina unknown until first casualty: roll D6 (large +1, small -1): 1=Stamina 1; 2–3=Stamina 2; 4–5=Stamina 3; 6=Stamina 4
ValiantOne free re-roll of any failed Break Test, once per game
WaveringMust take a Break Test whenever the unit suffers any casualties (from shooting or combat)

Commander Special Rules β€” Summary

RuleEffect
Aggressive+1 to Staff Rating when ordering a charge against an enemy within range
DecisiveCan 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).
HesitantIf 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

Pas de Charge
French infantry in Attack Column formation become Reliable. A commander also gets an additional +1 to Staff Rating when ordering French infantry in Attack Column (on top of the normal Attack Column +1).

British-Specific Rules

Steady Line & First Fire
When charged, a formed British unit with Steady Line that is not disordered or shaken can either stand and fire normally, OR fire and countercharge (without the closing fire bonus). They also get First Fire β€” +1 die on their first shot of the game.
Cannot Form Attack Column
Infantry with this rule can only use: Line, Four-Deep Line, Column of Companies, Mixed Formation, March Column, or Square. (They can form Attack Columns in built-up areas.)
Four-Deep Line
Two bases wide, two deep. Reduces Shooting and H-t-H by 1. Does not count as a column for artillery targeting purposes. Can still use Steady Line and First Fire.
Lie Down
When ordered to lie down, artillery at medium or long range must re-roll any hits against this battalion. But if contacted by enemy while lying down: unit is instantly dispersed and removed.

Prussian-Specific Rules

Prussian Staff System
A brigade commander may purchase a sub-commander (+10 pts). Orders can be given through the sub-commander using the brigade commander's Staff Rating but measuring from the sub-commander. Blunders when using sub-commanders prevent further use of them that turn.
No Prisoners! (vs French only)
All Prussian infantry and cavalry count as Tough Fighters when fighting French forces, representing the Prussians' burning desire for revenge.
Form Prussian Square
Same as standard Form Square, with exceptions: Prussian infantry in Attack Column may still deliver closing fire on charging cavalry. Artillery firing on Prussian squares gains +2 to hit at close and medium ranges.
Arsenal
Howitzers Β· Rockets Β· Specialist Artillery

Howitzers

Howitzers fire explosive or incendiary shells at high trajectory. They use the same rules as cannons with the following exceptions:

Overhead Shooting
Howitzers can always fire over the heads of friendly units (no overhead penalty), as long as the target is not engaged in combat. The normal -1 artillery penalty for shooting overhead does not apply.
RangeRangeAttacks (all ranges)
Field Howitzer (smoothbore)36"2 (same at all ranges)
Morale ModifierSituation
-2Hit 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:

RangeAttacks
60" (no minimum range)1 (same at all ranges)
Shooting a Rocket
  1. Nominate a specific target point on the enemy unit
  2. Roll a D6. On a 6: the rocket hits. The target is automatically disordered. Morale saves are reduced by -2.
  3. On a miss (1–5): roll again and consult the Rocket Mishap Table.
Rocket Mishap Table (D6)
D6Result
1Roll again: 1=rocket explodes, destroys team; 2=hits rocket team (1 hit); 3=hits nearest unit (friend or foe) for 1 hit; 4–6=dud
2–3Dud β€” rocket fails to fire or explode
4–6Rocket veers off in a random direction. Roll again: 1–2=travels up to 6" and hits first unit in that direction; 3–4=up to 12"; 5–6=any range
Rocket Disorder
Any unit hit by a rocket is automatically disordered. Any unit within 3" of a unit that is hit must roll D6 β€” on a 6 they are also disordered. This includes units within 3" of the rocket battery itself if it hits itself!
Morale ModifierSituation
-2Hit 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.

Buildings
Occupying Β· Shooting Β· Fighting Β· 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: 4–6 = fire extinguished; 1–3 = fire continues.
Enfilading & Traversing Targets
Flank Fire Β· Opportunity Shots

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
Enfilading Effect
When shooting at an enfiladed target, re-roll all missed shots. Shots that miss may still strike men further down the line.

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 (βˆ’1 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
Army Lists
Unit Stats for All Nations β€” Waterloo Campaign

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

UnitH-t-HShootMoraleStaminaKey Special Rules
British Foot Guards743+4Column 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 Infantry634+3Column of Companies, Cannot Form Attack Column, First Fire, Four-Deep Line, Lie Down, Mixed Formation, Must Form Square, Steady Line
Highland Infantry634+3As Line + Tough Fighters
British Light Infantry634+3As Line + Sharp Shooters, Skirmishers
British Riflemen (Std)644+3Column 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)434+2As above
KGL Line Infantry634+3Cannot Form Attack Column, Column of Companies, First Fire, Four-Deep Line, Lie Down, Rifle Mixed Formation, Must Form Square, Steady Line
KGL Light Infantry634+3Cannot Form Attack Column, First Fire, Lie Down, Mixed Formation, Must Form Square, Sharp Shooters, Skirmishers, Steady Line

British & KGL Cavalry

UnitH-t-HShootMoraleStaminaKey Special Rules
British Household Cavalry8β€”3+3Deep Formation, Gallop at Anything, Heavy Cavalry D3, Reliable
Household Cavalry (Small)6β€”3+2As above
Dragoon Guards & Dragoons8β€”4+3Deep Formation, Gallop at Anything, Heavy Cavalry +1
Light Dragoons & Hussars6β€”4+3Ferocious Charge, Deep Formation, Marauder
KGL Light Dragoons & Hussars6β€”4+3Deep Formation, Ferocious Charge, Marauder

British & KGL Artillery

UnitH-t-HShootMoraleStaminaSpecial Rules
Royal Artillery13-2-14+2Reliable, Shrapnel
Royal Horse Artillery13-2-14+1Marauder, Reliable, Shrapnel
KGL Foot Artillery13-2-14+2Reliable, Shrapnel
KGL Horse Artillery13-2-14+1Marauder, 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

UnitH-t-HShootMoraleStaminaSpecial Rules
Field Line Infantry634+3Column of Companies, Cannot Form Attack Column, Must Form Square
Field Light Infantry634+3As above + Sharp Shooters, Skirmishers
Landwehr634+3Column of Companies, Freshly Raised, Must Form Square, Unreliable
JΓ€ger Companies634+3Cannot Form Attack Column, Must Form Square, Rifle Mixed Formation, Sharp Shooters, Skirmishers

Netherlands, Nassau & Brunswick

UnitH-t-HShootMoraleStaminaKey Special Rules
Dutch/Belgian JΓ€gers634+3Mixed Formation, Must Form Square, Sharp Shooters, Skirmishers
Dutch/Belgian Line Infantry634+3Mixed Formation, Must Form Square
Dutch Militia635+3Freshly Raised, Mixed Formation, Must Form Square
Nassau Line Infantry634+3Column of Companies, Mixed Formation, Must Form Square
Nassau Landwehr635+3Mixed Formation, Must Form Square, Unreliable
Nassau JΓ€ger Company (Small)214+1Must Form Square, Sharp Shooters, Skirmishers
Dutch/Belgian Carabinier8β€”4+3Heavy Cavalry +1
Dutch/Belgian Hussars/Light Dragoons6β€”4+3Marauder
Brunswick Line Battalion634+3Column of Companies, Must Form Square, Unreliable
Brunswick Light Battalion634+3Column of Companies, Must Form Square, Sharp Shooters, Skirmishers, Unreliable
Brunswick Hussars6β€”4+3Deep Formation, Marauder
Brunswick Uhlans7β€”4+3Deep Formation, Lancer, Marauder

Prussian Units

UnitH-t-HShootMoraleStaminaKey Special Rules
Musketeer Infantry634+3Column of Companies, Mixed Formation, Must Form Square
Fusilier Infantry634+3As Musketeer + Sharp Shooters, Skirmishers
Landwehr Infantry634+3Column of Companies, Mixed Formation, Must Form Square, Unreliable
JΓ€ger Battalion634+3Column of Companies, Elite 5+, Mixed Formation, Must Form Square, Reliable, Sharp Shooters, Skirmishers
JΓ€ger Companies (Small)424+2As JΓ€ger Battalion
Prussian Dragoons8β€”4+3Heavy Cavalry +1
Prussian Lancers (Uhlans)7β€”4+3Lancer, Marauder
Prussian Hussars6β€”4+3Marauder
Landwehr Cavalry5β€”4+3Lancer, Marauder, Unreliable
Line Foot Artillery13-2-14+2β€”
Line Horse Artillery13-2-14+1Marauder

All Prussian infantry vs French: counts as Tough Fighters. Prussian commanders: Decisive. Can purchase sub-commanders for +10 pts.

French Line Units

UnitH-t-HShootMoraleStaminaKey Special Rules
French Line Infantry634+3Column of Companies, Mixed Formation, Must Form Square, Pas de Charge
French Light Infantry634+3As Line + Sharp Shooters, Skirmishers
French Carabiniers9β€”3+3Heavy Cavalry D3, Reliable
French Cuirassiers9β€”3+3Heavy Cavalry D3, Reliable
French Dragoons8β€”4+3Heavy Cavalry +1
French Line Light Cavalry6β€”4+3Marauder
French Line Lancers7β€”4+3Lancer, Marauder
French Line Foot Artillery13-2-14+2β€”

Imperial Guard Units

UnitH-t-HShootMoraleStaminaKey Special Rules
Old Guard Grenadiers & Chasseurs843+4Elite 3+, Mixed Formation, Must Form Square, Pas de Charge, Reliable, Tough Fighters
Middle Guard Grenadiers & Chasseurs743+3Elite 4+, Mixed Formation, Must Form Square, Pas de Charge, Reliable
Young Guard643+3Elite 5+, Mixed Formation, Must Form Square, Pas de Charge, Reliable, Skirmishers
Guard Heavy Cavalry (Std)9β€”3+3Heavy Cavalry D3, Reliable
Guard Heavy Cavalry (Large)11β€”3+4Heavy Cavalry D3, Reliable
Chasseurs-Γ -Cheval (Std)7β€”3+3Marauder, Reliable
Guard Lancers (Std)8β€”3+3Lancer, Marauder, Reliable
Guard Heavy Artillery13-2-14+3Elite 4+, Reliable
Guard Horse Artillery13-2-14+2Elite 4+, Marauder, Reliable

Key Commanders

CommanderStaff RatingSpecial Rules
Wellington9Decisive; +1 attack when his force charged; +3 attacks when defending; can choose which side of table to deploy on
Napoleon10Aggressive, Decisive; +3 attacks in any combat; units supporting one that breaks can re-roll morale
Marshal Ney8Headstrong; +2 attacks in combat; D3 units in his army gain Valiant
BlΓΌcher8Aggressive; +2 attacks; Prussian units can make a free move before the game; one unit gains Ferocious Charge
von Zieten8Decisive; +2 attacks; Brave; units within 12" add +1 to Break Tests
Scenarios
Chapter 4 β€” Five Historical Scenarios from the Waterloo Campaign

These scenarios recreate key engagements of the Hundred Days Campaign. Deploy as shown on the scenario maps in the book, then play the engagement.

Scenario 1 Β· 16 June 1815

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.

Scenario 2 Β· 16 June 1815

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.

Scenario 3 Β· 18 June 1815

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.

Scenario 4 Β· 18 June 1815

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.

Scenario 5 Β· 18 June 1815 Β· Evening

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 239–264).

Black Seas
Age of Sail Naval Wargame Β· 2019 Β· By Gabrio Tolentino Β· Warlord Games

Black Seas recreates the Age of Sail during the 'carronade era' (1770–1830) 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

SizeExamples
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

CrewSkill Test Score (D6)Character
Inexperienced6Give up quickly, less disciplined
Regular5 or 6Know their ship and trade competently
Veteran4, 5 or 6Punch 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, 1–2=1, 3–4=2, 5–6=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).

The Turn
Turn Sequence Β· Weather Gage Β· Activation

Turn Sequence

Phase 1 β€” Roll for Wind Direction

Roll 2D6 at the start of each turn:

2D6Result
2Becalmed! Reduce Rate of Knots for ALL ships by 2 this turn only
3Winds of Change β€” move wind rose arrow one step clockwise
4–10No change in wind direction this turn
11Winds of Change β€” move wind rose arrow one step anti-clockwise
12Wind 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

  1. Check the attitude of the wind
  2. Declare Level of Sail
  3. Move the number of times indicated by the Level of Sail (may turn after each move, may fire after each move)
  4. 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 7–8 β€” Repeat & Remove Tokens

Repeat phases 3–6 for all ships in Weather Gage order. Then remove all activation tokens and cotton wool. Start next turn at phase 1.

Movement & Wind
Levels of Sail Β· Rate of Knots Β· Turning Β· Wind Attitude

Levels of Sail

LevelMoves per TurnNotes
Full Sails3 movesYellow turn angle: cannot turn on 3rd move
Battle Sails2 movesStandard combat sailing
Light Sails1 moveSlow but manoeuvrable
Anchored0 movesMay 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 ShipMax Level of Sail
Wind from behind (stern) β€” outside the yellow turn anglesFull Sails
Wind from the side β€” outside the yellow turn angles on the sidesBattle Sails
Wind from ahead (bow) β€” within the yellow turn angles from the frontMust 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.

Shooting
Gun Positions Β· To Hit Chart Β· Mortars Β· Damage

Gun Types & Ranges

Gun TypeMax RangeDamage per HitDice
Heavy Cannon20"2Blue D10
Light Cannon14"1Red D10
Carronade8"3Black D10
Mortar22"D6Any D10

Shooting Sequence

  1. 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.
  2. Measure range β€” measure from the gun position to the closest part of the target's hull (ignore masts/yards/bowsprit)
  3. Determine To Hit number β€” base 5 or less on a D10, modified by the chart below
  4. 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.
  5. 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)

SituationModifier
1st gun position fired this turnNo modifier
2nd gun position fired this turnNo modifier
3rd gun position fired this turn–1
4th gun position fired this turn–2
Target over 10" away–2
Point Blank (within 3" β€” not mortars)+2
Veteran crew+2
Inexperienced crew–2
Shooting vessel is Anchored+1
Shooting vessel at Full Sails–2
Target vessel sailed more than 10" last move–1
Tiny target–2
Small target–1
Large or Extra Large target+1
Visibility Obscured / Partial Target (less than half visible/in arc)–2
Aiming High (targeting masts/sails)–2
Fire as She Bears (Advanced Rule)–2

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 –2 to hit. Resolve criticals on the Critical Table – High instead of Hull. Using chain shot reduces the aiming high penalty to –1.

Mortar Special Rules

Mortars always aim high (apply usual –2, plus additional –1 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 & Critical Hits
Ship Points Β· Critical Tables Β· Ships on Fire Β· Strike the Colours

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 – High when aiming high or for mortar hits. Otherwise use Critical Table – Hull.

Only Mast Hit accumulates β€” all other critical effects have a maximum of one of each type at any time.

Critical Table – Hull

D6ResultEffect
1Quarter Deck HitToken placed. Next activation: no direction/sail change without passing Skill Test. Fail = move straight, current sail level, all shooting –1 to hit. Remove at end of next activation.
2Gun Deck HitOne gun position loses 2 cannons of each type (min 0) for its next activation. Token removed at end of next activation.
3Rudder/Steering HitNext 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.
4Crew HitUntil end of next activation, automatically fails all Skill Tests. Token removed at end of next activation.
5Extra Damage to StructureRoll D3, add result to total damage taken this round.
6Fire on Board!Place fiery cotton wool on the ship. See Ships on Fire rules.

Critical Table – High

D6ResultEffect
1Quarter Deck HitSame as Critical Table – Hull result 1.
2Sails HitRate of Knots reduced by 2 for the next activation. Token removed at end of next activation.
3Crew HitSame as Critical Table – Hull result 4.
4Substantial Damage to Upper DecksRoll D6, add result to total damage taken.
5Fire on Board!See Ships on Fire rules.
6Mast HitTake 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 & Collisions
Grappling Β· Boarding Combat Β· Collisions

Boarding Actions

Requirements: both ships must be at Light Sails, Battle Sails, or Anchored, and hulls must be within 3" of each other.

  1. Attempt to Grapple: Active ship makes a Skill Test. If successful, both ships stop and become grappled side-by-side. Grappled ships cannot shoot.
  2. Board! Divide each ship's current Ship Points by 10 (round up) = number of D10s each side rolls.
  3. Both sides roll simultaneously aiming to score equal to or less than the Boarding To Hit number.
  4. First turn of boarding: the currently activated ship adds +1 to its target number.
  5. Each successful roll = 2 damage. A roll of 1 = 4 damage (critical hit).

Boarding To Hit Table

CrewTarget Number
Inexperienced4 or less
Regular5 or less
Veteran6 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 Tinyvs Smallvs Mediumvs Largevs XL
Tiny86431
Small108643
Medium10101065
Large101012108
XL1014161412
Terrain1016202630

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.

Additional Rules
Ammunition Types Β· Raking Fire Β· Repairs Β· Strike the Colours

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.

Chain Shot
  • Aiming high penalty reduced to –1 (not –2)
  • For criticals: roll twice on Critical Table – High, choose which to apply
  • Range of all guns is halved
  • If not aiming high: –2 to hit
Double Shot
  • Range of all guns reduced to 8"
  • –1 to hit
  • Successful hits do double damage
  • No critical damage
  • Triple damage if also at point blank; quadruple at point blank + stern rake
Red Hot Shot
  • 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)
Grape Shot
  • 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
Advanced Rules
Damaged Ships Β· Fire as She Bears Β· Squadrons Β· Sailing in Lines

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 SizeExtra Dice
TinyN/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 –1 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 –2 penalty. Switching between sails and oars costs one full Turn without shooting.

Terrain & Weather
Islands Β· Sandbanks Β· Weather Conditions Β· Land Fortifications

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"Γ—10"), Medium (up to 15"Γ—15"), Large (up to 20"Γ—20").

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:

D6ConditionEffect
1Smooth as Glass+1 to hit numbers of all gun positions
2–4CalmNo modifiers
5Rough Seas–1 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.
6Stormy Seas–2 to hit all guns. Light Sails only. Tiny/Small ships take D3 damage each turn.
Fleet Lists
Points Values Β· Ships of the Line Β· Unrated Ships Β· Upgrades

Small games: 500–1,000 points per side. Large fleet actions: 2,000+ points. For every 1,000 points, certain ship type limits apply (max X). Inexperienced crew: –20% of final ship cost. Veteran crew: +20% of final ship cost. Calculate crew points after all upgrades.

Ships of the Line

ShipSizeBroadsidesSPTurnKnotsPts
1st Rate (max 2)XL4H-3L-3C104Yellow3450
2nd Rate (max 1)XL4H-3L-2C96Yellow3400
Large 3rd RateL3H-2L-2C74Red4280
Small 3rd RateL3H-2L-1C64Red4250
4th Rate (max 1)M2H-2L-1C44Red5190
5th Rate (Frigate)M1H-1L-1C36Red5150
6th RateM1H-1L28Red5120

Unrated Ships

ShipSizeSPTurnKnotsPts
BrigS20Red780
SloopS16Red660
BarqueS16Red670
CutterS12Red450
SchoonerS12Red440
Bomb KetchS20Red780
Gunbrig Squadron (max 3)T12n/a440
Gunboat Squadron (max 6)T12n/a430
Fireship (max 4)M20Yellow780
Large MerchantL50Red590
Small MerchantM28Yellow340

Key Upgrades

UpgradeEffectPts
Boarding NetsOpponents suffer –1 to grappling attempts10
Grappling Hooks+1 to Skill Test to grapple20
Grenades+1 to hit target in boarding actions30
LuckyOnce 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 repairs20
Master CaulkerRepair +2 extra damage even on failed test20
Master GunnerFirst time shooting in game: re-roll any misses30
Over Gunned+1H, +1L to each broadside (not unrated ships)100
More Carronades+1C to each broadside50
Privateer+2 to grapple, +2 D10s and +2 to hit vs merchants10
SharpshootersMay re-roll Skill Test for musket fire20
Ship's SurgeonFor each boarding hit suffered: Skill Test, pass = no damage30
Streamlined Hull+1" to Rate of Knots on first move per activation30
Sturdy+20 Ship Points60
Swivel GunsBefore first boarding round: pass Skill Test to deal 4 damage first30
Trained Marines+1 to hit in boarding actions30

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.

National Rules
Great Britain Β· France Β· Spain Β· United States

πŸ‡¬πŸ‡§ Great Britain

Drilled
British ships receive +1 to hit modifier when shooting.
The Admiralty
Each British ship can re-roll one failed Skill Test per game (must accept re-rolled result).

Famous Ships β€” British

ShipSizeSpecial RulePts
HMS VictoryXL (115 SP, 4H-4L-3C)HMS Victory and all ships within 20" gain +1 to all Skill Tests550
HMS BellerophonL (84 SP, 3H-2L-2C)For every successful hit against her, roll D6. On 5–6: no damage from that hit360
HMS IndefatigableM (60 SP, 2H-2L-1C)If target takes damage and is below half SP, must immediately Strike the Colours test at –1240

Special Characters β€” British

CharacterSpecial RulesPts
Admiral Lord NelsonEvery 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 1–2 Nelson dies.60
Admiral PellewRe-roll one Skill Test per turn (must accept second result). Ship never Strikes the Colours.50
Admiral CollingwoodEvery British ship within 10" can re-roll its first broadside (all dice re-rolled, must accept second result).40

πŸ‡«πŸ‡· France

Streamlined
Streamlined Hull upgrade costs only 20 points (instead of 30).
Double Planking
Sturdy upgrade costs only 40 points (instead of 60).
Aiming High
Only –1 penalty for aiming high (not –2). Additionally, if Chain Shot is loaded, no penalty for aiming high.

Famous Ships β€” French

ShipSpecial RulePts
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

πŸ‡ͺπŸ‡Έ Spain

Heavily Armed
Spanish 1st rates get the Over Gunned upgrade for free, but must pass a Skill Test to sail at Full Sails and may never have Veteran crews.
Out of Practice
Veteran crews cost 30% extra (not the normal 20%).

Famous Ships β€” Spanish

ShipSpecial RulePts
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

πŸ‡ΊπŸ‡Έ United States

Over Fitted
Over Gunned upgrade costs 80 pts (not 100). Sturdy upgrade costs 40 pts (not 60). Cannot field 1st, 2nd, or 3rd rate ships.
Drilled
US ships always get +1 to hit modifier when shooting (same as British).

Famous Ships β€” US

ShipSpecial RulePts
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
Quick Reference
Everything you need mid-game β€” Black Seas

Turn Sequence

  1. Roll for Wind Direction (2D6)
  2. Determine Weather Gage Order
  3. Activate ships in order: check wind β†’ declare sail β†’ move (and fire/board)
  4. Mark with cotton wool or activation token
  5. Repeat for all ships
  6. Remove all tokens

Levels of Sail

LevelMoves
Full Sails3 (Yellow: no turn on 3rd)
Battle Sails2
Light Sails1
Anchored0 (may turn)

Gun Ranges & Damage

GunRangeDmg
Heavy Cannon20"2
Light Cannon14"1
Carronade8"3
Mortar22"D6

Skill Tests

CrewD6 Required
Inexperienced6
Regular5 or 6
Veteran4, 5 or 6

Unmodified 1 = always fail.

To Hit (Base 5 or less on D10)

ModifierSituation
+2Point Blank (within 3")
+2Veteran crew
+1Anchored, Large/XL target
–13rd gun position, Small target, target moved 10"+
–24th 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)

RollResult
2Becalmed (–2 Rate of Knots all)
3Wind rotates clockwise
4–10No change
11Wind rotates anti-clockwise
12Wind swell (+1 Rate of Knots all)
Warhammer 40,000
Core Rules Β· 10th Edition Β· Games Workshop

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

TermMeaning
Active PlayerThe player whose turn it currently is. When a unit is selected to move/shoot/fight, that unit's controlling player becomes active.
Friendly/EnemyFriendly = in your army. Enemy = in your opponent's army.
EngagedA model is within 2" horizontally and 5" vertically of an enemy model.
UnengagedA unit with no engaged models.
CoherencyEvery model within 2" of at least one other model in the unit, and within 9" of every other model.
Battle-shockedA unit that failed its battle-shock roll. OC becomes '-', cannot use stratagems, cannot start/complete actions.
Mortal WoundsWounds that bypass saves and go directly to models. Always applied to non-CHARACTER models first.
CPCommand 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)
Datasheets & Stats
Reading a Datasheet Β· Unit Profiles Β· Weapon Profiles

Unit Profile Characteristics

StatDescription
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

StatDescription
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 1–2, 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.

The Battle Round
Turn Structure Β· Command Phase Β· Battle-Shock

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:

  1. Start of Turn Step β€” rules triggered at turn start
  2. Command Phase β€” gain 1 CP, check battle-shock
  3. Movement Phase β€” move units and bring on reserves
  4. Shooting Phase β€” ranged attacks
  5. Charge Phase β€” declare and resolve charges
  6. Fight Phase β€” melee attacks (both players participate)
  7. 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

  1. Start of Command Phase
  2. Gain Core CP β€” both players gain 1 CP
  3. Battle-Shock β€” active player rolls for units that are battle-shocked or at/below half-strength
  4. Command Abilities β€” other Command phase rules
  5. End of Command Phase

Half-Strength Reference

Starting StrengthAt Half-Strength When…Below Half-Strength When…
1 model (multi-wound)Remaining wounds = half its W characteristicRemaining wounds < half its W
2+ modelsRemaining models = half starting strengthRemaining models < half starting strength
Movement Phase
Move Types Β· Coherency Β· Engagement Β· Terrain

Movement Phase Steps

  1. Start of Movement Phase
  2. Move Units (active player moves all units one at a time)
  3. End of Movement Phase

Move Types

TypeEligible IfDistanceRestrictions After
Remain StationaryAny unitβ€”None
Normal MoveOn battlefield, unengagedUp to M"Must end unengaged
Advance MoveOn battlefield, unengagedM" + D6"Cannot charge or start action this turn
Fall-back MoveEngaged unitUp to M"Cannot shoot, charge, or start action. If battle-shocked: Desperate Escape (hazard rolls, can move through enemy)
Disembark MoveEmbarked in a TRANSPORT3" (rapid/tactical) or 6" (combat)Depends on mode
Ingress MoveIn strategic reservesWithin 6" of a battlefield edgeMore 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 TypeMovement Rule
Exposed / LightAll models move through freely
Dense (horizontal)INFANTRY/BEASTS/SWARM/MOBILE can move through. Others blocked unless sections ≀2" tall.
Dense (vertical)Only INFANTRY/BEASTS/SWARM can move vertically through
Ending on upper surfacesMust 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
Eligible Units Β· Shooting Types Β· Cover & Visibility

Shooting Phase Steps

  1. Start of Shooting Phase
  2. Shoot (active player selects eligible units one at a time)
  3. 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

TypeEligible IfNotes
Normal ShootingUnengaged, did not advance this turnStandard ranged attacks. Targets must be visible, in range, and unengaged.
Assault ShootingUnengaged, made advance this turn, has [ASSAULT] weaponsCan only use [ASSAULT] weapons.
Close-Quarters ShootingEngaged, has [CLOSE-QUARTERS] weapons (or is MONSTER/VEHICLE)Can target engaged enemies. Non-MONSTER/VEHICLE: only [CLOSE-QUARTERS] weapons vs engaged targets.
Indirect ShootingUnengaged, did not advance, has [INDIRECT FIRE] weaponsCan target units not visible. Target always gets benefit of cover. Hit roll of 1–5 fails (or 1–3 if unit stationary and target visible to a friendly unit).
Snap ShootingWhen 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 ≀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
Declaring Charges Β· Charge Moves Β· Charge Roll

Charge Phase Steps

  1. Start of Charge Phase
  2. Charge (active player resolves charges one at a time)
  3. 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

  1. Declare Charge β€” select an eligible unit
  2. Charge Roll β€” roll 2D6: result = maximum distance for the charge move
  3. 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
Pile-In Β· Fight Order Β· Consolidation

Fight Phase Steps

  1. Start of Fight Phase
  2. Pile In β€” both players make pile-in moves (active player first)
  3. Fight β€” both players alternate selecting eligible units
  4. Consolidate β€” both players make consolidation moves (active player first)
  5. 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.

  1. 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.
  2. 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

TypeEligible IfEffect
Normal FightUnit is engagedFight as described in Making Attacks
Overrun FightUnit 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
Attack Sequence
Making Attacks Β· Hit Rolls Β· Wound Rolls Β· Saves Β· Damage

Making Attacks β€” Overview

  1. Select Weapons β€” shooting: one or more ranged weapons; fighting: one melee weapon (must)
  2. 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
  3. 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 TRequired Roll
S is TWICE (or more) T2+
S is GREATER than T3+
S EQUALS T4+
S is LESS than T5+
S is HALF (or less) T6+

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 & Objectives
Terrain Categories Β· Visibility Rules Β· Controlling Objectives

Terrain Categories

CategoryExamplesMovement
ExposedCraters, razorwire, debrisAll models move through freely
LightBarricades, low walls, statuaryAll models move through freely
DenseBuildings, ruins, woods, containersINFANTRY/BEASTS/SWARM through freely. Others: blocked unless sections ≀2" tall. Has Solid rule.

Terrain Visibility Rules

RuleEffect
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.
HiddenINFANTRY/BEASTS/SWARM in dense terrain area, did not shoot this/last turn. Only visible within 15" detection range.
ObscuringTerrain areas with light or dense features. If all LoS crosses an obscuring area (not one either model is in), models are not visible.
SolidDense terrain only. LoS cannot pass through enclosed gaps ≀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.

Stratagems
Using Stratagems Β· Core Stratagems

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

StratagemCostWhenEffect
Command Re-Roll1CPAny phase, just after making a rollRe-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 Challenge1CPFight phase, just after a friendly CHARACTER unit is selected to fightSelect one CHARACTER model in the unit β€” its melee weapons gain [PRECISION] until end of phase.
Insane Bravery1CPBattle-Shock step, just before a battle-shock rollThat battle-shock roll automatically succeeds. Once per battle.
Explosives1CPYour Shooting phaseOne EXPLOSIVES/GRENADES model in an unengaged unit selects one unengaged enemy within 8" and visible. Roll 6D6: each 4+ = 1 mortal wound.
Crushing Impact1CPYour Charge phase, just after a MONSTER/VEHICLE unit ends a charge moveSelect 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 Ingress1CPEnd of opponent's Movement phaseOne unit in strategic reserves (not AIRCRAFT) makes an ingress move. Cannot use in battle round 1.
Fire Overwatch1CPEnd of opponent's Movement phaseOne friendly unengaged unit (not TITANIC) uses snap shooting β€” only hits on unmodified 6, one visible enemy within 24".
Smokescreen1CPStart of opponent's Shooting phaseOne 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 Intervention1CP (+1CP for Into the Fray)End of opponent's Charge phaseOne 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".
Counteroffensive2CPFight step of opponent's Fight phase, just after an enemy unit resolves attacksOne friendly unit that is eligible to fight gains Fights First and must be the next unit you select to fight.
Advanced Rules
Monsters & Vehicles Β· Transports Β· Attached Units Β· Aircraft

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

ModeConditionSet-up DistanceAfter
Rapid DisembarkTRANSPORT made a normal or ingress move3"Cannot charge
Tactical DisembarkTRANSPORT stationary (or not yet moved)3"Can then make a normal or advance move
Combat DisembarkAny other6"Battle-shocked, cannot charge
Emergency DisembarkTRANSPORT destroyed6"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.
Core Abilities
Weapon Abilities Β· Unit Abilities β€” Full Reference

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

AbilityEffect
[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+ (1–5 fail, unless unit stationary and target visible to a friend = 1–3 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

AbilityEffect
Deadly Demise XWhen a model in this unit is destroyed: roll D6. On 6, each unit within 6" suffers X mortal wounds.
Deep StrikeOn 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 FirstAll models in unit have this = it is a Fights First unit. Fights before non-Fights-First units in the Fight phase.
Firing Deck XTRANSPORT: in Shooting phase, can select up to X embarked models and temporarily use their ranged weapons.
HoverWhen taking to the skies, do not subtract 2" from maximum distance.
InfiltratorsDeploy anywhere more than 8" from opponent's deployment zone and all enemy units.
Leader / SupportSee Attached Units rules. Forms an attached unit with a bodyguard unit.
Lone OperativeUnless 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.
StealthIf all models have this: all ranged attacks targeting the unit grant it benefit of cover.
Super-Heavy WalkerCan move through models (not TITANIC) and horizontally through terrain sections ≀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.

Quick Reference
Everything you need mid-game β€” Warhammer 40,000

Turn Structure

  1. Start of Turn
  2. Command Phase (gain 1 CP, battle-shock)
  3. Movement Phase
  4. Shooting Phase
  5. Charge Phase
  6. Fight Phase
  7. End of Turn

Wound Roll (S vs T)

ComparisonRoll Needed
S β‰₯ 2Γ—T2+
S > T3+
S = T4+
S < T5+
S ≀ Β½T6+

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

  1. Select weapons
  2. Select targets
  3. Gather attack dice (A characteristic)
  4. Hit rolls (vs BS/WS; 1=fail; 6=crit hit)
  5. Wound rolls (vs T; 1=fail; 6=crit wound)
  6. Save rolls (vs Sv, modified by AP)
  7. 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

CPStratagem
1Command Re-Roll
1Epic Challenge
1Insane Bravery (once)
1Explosives
1Crushing Impact
1Rapid Ingress
1Fire Overwatch
1Smokescreen
1Heroic Intervention
2Counteroffensive
☠ Dead Man's Hand
Wild West Skirmish Β· Great Escape Games
"There's always a man faster on the draw than you are, and the more you use a gun, the sooner you're gonna run into that man."

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, 1–3 models per side), a Second Scene (medium, more models), and a Final Scene (full gangs, up to 21 Rep per side).

Turn Sequence
Initiative Β· Activation Β· End of Turn

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

ActionSummaryNotes
MoveMove up to 10cmMount/dismount a horse; enter hand-to-hand fighting
Aim+1 to hit per aim actionAffects 1st following shot only. Shotguns may not aim. Rifles/carbines may aim twice (+2 total)
ShootTake a single shotRoll D20, apply modifiers, check Shooting Result table
Reload / Change WeaponReload, unjam or switch gunsRequired after Out of Ammo result or both-barrels shotgun
RecoverRemove an Under Fire MarkerOne marker removed per Recover action

Interruptions

Duck Back

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).

Quick Shot

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
Moving, Climbing, Jumping & Horses

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

"Unless stated otherwise, horses can only be used in final scenes."

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.

RuleDetail
Mounted MoveUp to 20cm per move action
BuildingsMounted models may not enter buildings unless indicated at game start
ClimbingMounted models may not climb buildings
FallingRiders may fall from their horse if hit (see Falling rules)
Hand-to-HandMounted 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
Shooting
To-Hit Rolls Β· Weapons Β· Results

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:ModifierNotes
Taking two move actions-1Applies if two moves are declared for the activation, not just before firing
At Point Blank range (with pistol)+2
At Close range0
At Long range-1
Aimed shot+1Only affects the single following shot
Second shot-1
Third shot-2
Firing from a mount-1
Under Fire-1 per marker3 markers = -3 to hit

Target Modifiers

Target Is:ModifierNotes
Moving-1 per move action taken
Behind substantial cover-1Must obscure 50%+ of the model
A Boss-1No effect if the firer is also a Boss
Mounted+1
Obscured-1Any target where a clear LoS cannot be drawn to the entire base due to intervening models (not terrain)

Weapons Table

WeaponMax ShotsPoint BlankCloseLongNotes
Pistol30–10cm11–20cm21–30cm+2 at Point Blank
Rifle1N/A0–50cm51cm+May Aim twice (+2 total)
Repeater2N/A0–40cm41cm+
Carbine1N/A0–40cm41cm+May Aim twice
Shotgun (single barrel)20–10cm11–20cmN/A+4 at Point Blank; may not Aim; Out of Ammo if 2 shots taken in one turn
Shotgun (both barrels)10–10cmN/AN/A+6 at Point Blank and Out of Ammo; may not Aim or Quick Shoot. Counts as one action.
Musket1N/A0–40cm41cm+Always Out of Ammo after firing. Any non-OOA hit = Under Fire marker and nerve test

Shooting Results

Modified RollResult
Natural 1Out of Ammo β€” shooter may not shoot again this activation; must reload next turn
2–10Miss
11–14Under Fire Marker
15–18Under Fire Marker and Nerve Test
19+Out of Action
Closest Target Rule

Models must shoot at the closest enemy target unless a nerve test is passed to pick a different one.

Two Pistols

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.

A Note on Weapons

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.

Hand-to-Hand Fighting
Entering Combat Β· Fighting Β· Breaking Off

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:

ModifierCondition
+1For each Under Fire Marker on the enemy model
+1Coming from higher ground
+1Initiating the combat this turn
HtH statAdd 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
Under Fire Β· Big Nerve Tests

Nerve Tests

Roll 1D10 and compare to the model's Nerve value. A natural 1 always fails. If failed, take an Under Fire Marker.

ModifierCondition
-1 per markerEach 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.
The Cards
Deck Setup Β· Common Cards Β· Gang Cards Β· The Joker

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

GangHalf DeckFull Deck
The LawRed (Diamonds or Hearts)Both red suits + Joker
OutlawsBlack (Spades or Clubs)Both black suits + Joker
CowboysRed or Black (chosen)Both chosen suits + Joker
DesperadosRed or Black (chosen)Both chosen suits + Joker
The Stranger / CitizensRed (Diamonds or Hearts)Both red suits + Joker
BushwackersRed (Diamonds or Hearts)Both red suits + Joker
JayhawkersBlack (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)

Pre-measuring

The single measurement does not have to be in a straight line.

Sodden by Whisky (4)

Play after the opponent does their low-card swap, then apply the card's effect.

Joker

Play after the low-initiative swap for maximum effect. Playing it before is valid but less punishing to the opponent.

Gangs & Factions
The Law Β· Outlaws Β· Cowboys Β· Desperados Β· Supplements
⭐ The Law
"The law is coming β€” and it's bringing lead."
ModelWeaponsHitsNerveShootHtHRep
SheriffPistol52++106
Marshal (0–1)Pistol43++205
Deputies (2+)Pistol, Rifle or Repeater; up to 2 may have shotguns44+002
Citizens (0–4)Pistol; up to half may have shotguns36+-1-11
I Am The Law

Any Lawman in line of sight of the Sheriff receives an additional +1 to nerve tests.

And Justice For All

The player may remove a single Under Fire Marker at the end of each turn.

πŸƒ Outlaws
"Above the law and below it too."
ModelWeaponsHitsNerveShootHtHRep
BossPistol or Repeater52++1+16
Gunslinger (0–1)Pistol43++205
Dudes (2+)Pistol or Repeater; up to 2 may have shotguns44+002
Varmints (0–2)Pistol; up to half may have shotguns36+-1-11
Above Snakes

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.

Cheatin'

Once per game, following the reveal of initiative cards, may swap one card in hand with one of their initiative cards.

🀠 Cowboys
"Tough as old boots and twice as mean."
ModelWeaponsHitsNerveShootHtHRep
Range BossPistol, Rifle or Repeater52++1+16
"Man with no Name" (0–1)Pistol, Rifle or Repeater43++205
Cowboys (2+)Pistol, Rifle or Repeater; up to 1 shotgun44+002
Greenhorns (0–2)Pistol; up to half may have rifles36+001
See How The Cat Jumps

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.

Tough As Old Boots

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.

πŸ’€ Desperados
"Life ain't worth spit β€” and they'll prove it."
ModelWeaponsHitsNerveShootHtHRep
BossPistol52++1+16
Killer (0–1)Two Pistols43++205
Bandits (2+)Pistol, Rifle or Repeater; up to 1 shotgun43+002
Low Lifes (0–4)Pistol; up to half may have rifles35+-1-11
Life Ain't Worth Spit

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.

A Hog Killin' Time

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.

Crazy As A Loon

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.

Two Pistols

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

πŸ‘€ The Stranger SUPPLEMENT
"Nobody knew his name when he came or when he left, they just knew that the streets were safer and the cemetery held a few more corpses."

Half of the gang must be armed with a pistol as their sole ranged weapon. The rest are Citizens from Dead Man's Hand.

ModelWeaponsHitsNerveShootHtHRep
The StrangerPistol5N/A+3+111
Upstanding Citizens (2)Pistol, Rifle or Repeater44+002
Citizens (0–6)Pistol, rifle or repeater; up to 2 shotguns36+-101
Nerves of Steel

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.

Quicker Than You'll Ever Live to Be

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.

No Turning Back

The Stranger may not use the Duck Back interruption.

Greased Lightning

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.

🐎 Bushwackers & Jayhawkers SUPPLEMENT
"On the western frontier of Missouri, the American Civil War was fought not by armies, but by neighbours."

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.

ModelWeaponsHitsNerveShootHtHRep
CaptainPistol, Sword52++1+16
Sergeant (0–1)Pistol43++205
Guerrillas (2+)Pistol or Musket44+002
Ruffians (0–4)Pistol or Musket36+-1-11
Swords

The Captain is armed with a sword, which allows him to force an opponent to reroll their HtH score.

Muskets

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.

WeaponMax ShotsCloseLongNotes
Musket10–40cm41cm+Out of Ammo after firing

Bushwacker Special Rules

Guerrillas

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.

Expert Horsemen

Mounted Bushwackers do not suffer the usual -1 to hit when firing from horseback.

Jayhawker Special Rules

Repeaters

Any musket-armed troops may replace their muskets with repeater rifles.

Blood Feud

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.

Scenarios
Life Here's a Little Too Quick Β· Ride with the Devil

Life Here's a Little Too Quick β€” The Stranger

Opening Scene: Quicker Than You'll Ever Live to Be
The Cast

Bad guys: five normal dudes with 2 Rep each. Good guys: The Stranger (Rep 11).

The Story So Far

As the Stranger sits having a shave, some local gunhands decide to show him some local hospitality.

Setup

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 30–40cm away β€” drunk and complacent until a bad guy is taken Out of Action.

Deck

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.

Victory

Scene ends when: (1) The Stranger is Out of Action, or (2) three bad guys are Out of Action.

Second Scene: A Welcoming Party
The Cast

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.

Setup

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).

Deck

Citizens use a full deck (23 cards) and get 4 hand cards. Bad guys use a half deck and get 3 cards.

Victory

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.

Final Scene: A Reckoning
The Cast

Both sides with a full gang at 21 Rep. If continuing, the winner of Scene 2 draws an extra hand card.

Setup

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.

Deck

Both sides use full decks (23 cards) with 5 hand cards each.

Victory

Scene ends when one side is wiped out or fails a Big Nerve Test.


Ride with the Devil β€” Bushwackers & Jayhawkers

"When this war is over, there will be a reckoning."
Opening Scene: In the Enemy's Lines
The Cast

Bushwackers and Jayhawkers each have 2 Guerrillas, all mounted.

The Story So Far

Ranging through the land, two pairs cross paths and engage each other at a small farm.

Setup

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.

Directions

Jayhawkers placed first, both together within 40cm of centre. Bushwackers placed within 40cm of centre but no closer than 50cm to the Jayhawkers.

Deck

Each side uses a half deck (14 cards). 1 hand card each.

Victory

Scene ends when one side has one man Out of Action.

Second Scene: Ambush
The Cast

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 Story So Far

The Bushwackers have located a Union medical wagon and intend to take its vital medical supplies.

Setup

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.

Directions

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.

Deck

Both sides use full decks (23 cards). 3 hand cards each.

Victory

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.

Final Scene: Dark and Bloody Ground
The Cast

Both sides with a full gang at 21 Rep.

The Story So Far

The Jayhawkers have trapped a group of Bushwackers. The Bushwackers need to break free; the Jayhawkers need to hold them until reinforcements arrive.

Setup

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.

Directions

Bushwackers placed inside or on the nominated building. Jayhawkers placed at least 30cm from the target building.

Deck

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.

Victory

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.

Frequently Asked Questions
Official FAQ Β· Great Escape Games 2020

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 (pg 29)

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.

Two Pistols (pg 27)

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".

A Note on Weapons

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

Pre-Measuring (pg 3)

Q1: Does the single measurement have to be in a straight line?
No.

The Hand (pg 4)

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.

Initiative Cards (pg 5)

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.

Movement (pg 6)

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.

Reload / Change Weapon (pg 7)

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.

Shooting (pg 8–9)

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.

Cover (pg 10)

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.

Duck Back & Quick Shot (pg 11)

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.

Big Nerve Test (pg 12)

Q29: If both sides fail a Big Nerve Test in the same turn, is it a draw?
Yes β€” it's a draw.

Hand-to-Hand Fighting (pg 13)

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.

Gang-Specific FAQ

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.

Q40–42: 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.

Quick Reference
Turn Sequence Β· Actions Β· Weapons Β· Results Β· Hand-to-Hand

Turn Sequence

  1. 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.
  2. Activations: In order (Ace high, 2 low, Joker highest). 3 actions each. Cards can be trumped by same-value cards.
  3. End of Turn: Remove movement markers. Draw a hand card if you played one. Reshuffle discards.

Actions

ActionEffect
MoveUp to 10cm; mount/dismount; enter HtH
Aim+1 to hit (1st following shot). Rifles may aim twice
ShootRoll D20 vs shooting result table
ReloadClear Out of Ammo / change weapon
RecoverRemove 1 Under Fire Marker

Weapons

WeaponShotsPBCloseLong
Pistol30–10 (+2)11–2021–30
Rifle1–0–5051+
Repeater2–0–4041+
Carbine1–0–4041+
Shotgun (S)20–10 (+4)11–20–
Shotgun (BB)10–10 (+6)––

Shooting Results (D20)

RollResult
Natural 1Out of Ammo
2–10Miss
11–14Under Fire Marker
15–18Under Fire Marker + Nerve Test
19+Out of Action

Shooter Modifiers

ConditionMod
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

ConditionMod
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.

ModifierCondition
-1 per markerEach 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 EXPANSION
Advanced Factions Β· New Rules Β· Campaign System
"Men are gonna get killed here today... and I'm gonna kill 'em."

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, 0–40cm/41cm+, may aim twice) and Plethora of Pistols (a gang trait weapon, ignores Out of Ammo results) are introduced.

LDMH Factions EXPANSION
Banditos Β· Renegade Indians Β· Pinkertons Β· 7th Cavalry
🌡 Banditos
"Strength in numbers β€” and they always have the numbers."
ModelWeaponsHitsNerveShootHtHRep
HonchoPlethora of Pistols52++106
Charro (0–1)Plethora of Pistols43++205
Caballeros (2+)Plethora of Pistols, rifle or repeater; up to 1 may have a shotgun44+002
Vaqueros (0–4)Pistol; up to half may have rifles36+-1-11
Plethora of Pistols

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.

Strength in Numbers

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.

Ambush

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.

πŸͺΆ Renegade Indians
"Keen as the hare. Deadly as the hawk."
ModelWeaponsHitsNerveShootHtHRep
ChiefPistol, hand weapon52++1+26
Dog Soldier (0–1)Pistol, hand weapon43++2+15
Warriors (2+)Hand weapon plus pistol, rifle or repeater44+0+12
Braves (0–4)Hand weapon36+-101
Hand to Hand Weapon

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).

Keen as the Hare

Once per turn, a model may move 20cm when using a Duck Back interruption, instead of the normal 10cm.

Counting Coup

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.

πŸ•΅οΈ Pinkertons
"We Never Sleep."
ModelWeaponsHitsNerveShootHtHRep
Special AgentPistol52++1+16
Bounty Hunter (0–1)Pistol43++205
Detectives (2+)Pistol or repeater; up to 2 may have shotguns43+002
Nightwatchmen (0–4)Pistol or repeater35+-1-11
Relentless

Once per game, for a single turn, all Pinkerton models may ignore negative modifiers for nerve tests.

"We Never Sleep"

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.

🎺 7th Cavalry
"Drilled, disciplined, and deadly."
ModelWeaponsHitsNerveShootHtHRep
OfficerPistol, Sword52++1+16
Indian Fighter (0–1)Pistol43++205
Troopers (2+)Carbine44+002
Recruits (0–4)Carbine36+-1-11
Carbine

Max shots: 1. Point Blank: N/A. Close: 0–40cm. Long: 41cm+. May aim twice (for +2 to hit).

Sword

The Officer is armed with a sword, which allows him to force an opponent to reroll their HtH score.

NCO

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).

Bugle

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.

Drilled

7th Cavalry do not receive the -1 penalty for shooting with a carbine when they take two move actions.

Cavalry

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

βš•οΈ Doc Amos SUPPORT CHARACTER
"The Doc can never be targeted β€” he's a healer, not a fighter."
WeaponsHitsNerveShootHtHRep
NoneN/AN/AN/AN/A2
Unarmed

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.

Healing Hands

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 RollMarkers Removed
1–10Remove 1 Under Fire Marker
11–17Remove 2 Under Fire Markers
18–20Remove 3 Under Fire Markers
LDMH Campaign Rules EXPANSION
Campaign Turn Β· Fame Β· Injuries Β· Schemes & Events
"Men are gonna get killed here today... and I'm gonna kill 'em."

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

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.

Injuries

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.

Schemes

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.

Events

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.

LDMH Gang Roster EXPANSION
Roster Sheet Reference Β· All Stats

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

GangLeaderEliteRegularsRecruits
The LawSheriff 5H/2+/+1/0/6RepMarshal 4H/3+/+2/0/5RepDeputies 4H/4+/0/0/2RepCitizens 3H/6+/-1/-1/1Rep
OutlawsBoss 5H/2+/+1/+1/6RepGunslinger 4H/3+/+2/0/5RepDudes 4H/4+/0/0/2RepVarmints 3H/6+/-1/-1/1Rep
CowboysRange Boss 5H/2+/+1/+1/6Rep"Man with No Name" 4H/3+/+2/0/5RepCowboys 4H/4+/0/0/2RepGreenhorns 3H/6+/0/0/1Rep
DesperadosBoss 5H/2+/+1/+1/6RepKiller 4H/3+/+2/0/5RepBandits 4H/3+/0/0/2RepLow Lifes 3H/5+/-1/-1/1Rep
BanditosHoncho 5H/2+/+1/0/6RepCharro 4H/3+/+2/0/5RepCaballeros 4H/4+/0/0/2RepVaqueros 3H/6+/-1/-1/1Rep
Renegade IndiansChief 5H/2+/+1/+2/6RepDog Soldier 4H/3+/+2/+1/5RepWarriors 4H/4+/0/+1/2RepBraves 3H/6+/-1/0/1Rep
PinkertonsSpecial Agent 5H/2+/+1/+1/6RepBounty Hunter 4H/3+/+2/0/5RepDetectives 4H/3+/0/0/2RepNightwatchmen 3H/5+/-1/-1/1Rep
7th CavalryOfficer 5H/2+/+1/+1/6RepIndian Fighter 4H/3+/+2/0/5RepTroopers 4H/4+/0/0/2RepRecruits 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.

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