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Movement

FORMATION ADJUSTMENTS & LIMITATIONS


Infantry Column +1 pip per dice Artillery Pieces
Infantry Line As per dice roll WEAPON 0-9” 9-18” 18-27” 27-36” 36”+
Open Order As per dice roll Light Gun 4-6 4-6 5-6 6 6
Infantry Skirmish +1 pip per dice. May also retire at speed with one Heavy Gun 3-6 4-6 5-6 5-6 5-6
extra dice Swivel Gun 4-6 5-6 6 - -
Cavalry Walk As per dice
Cavalry Trot +3 pips per dice
Cavalry Gallop Add one extra dice then add +3 pips per dice Adjustments
Foot Artillery Move at cavalry walk speed. May Trot for one turn Firing on a Big Man’s Initiative: Add 1D6 for Status level
Limbers in three if in danger Each two Shock points : Remove one firing dice
Horse Artillery May move at cavalry Walk or Trot speed First volley: Add two firing dice
Limbers Firing Platoon Volleys : +1 to each dice
Target is a Formation in line: +1 to each dice
Target is an enfiladed line or column Add one extra dice and add +1
to each dice
Target in Light cover: Remove one third of dice
All Troops Hit Effect - Muskets (round down for odds)
0-9” 9--18” 1-2 Near miss, no effect Target in Medium cover: Remove half of dice
Musket 5-6 6 3-5 Shock Target in Heavy cover Remove three quarters of dice
Bow 5-6 6 6 Kill Firing through Smoke Remove half of dice

Rangers From Cover Hit Effect - Bows


0-12” 12-24” 1-3 Near miss, no effect
Musket 4-6 5-6 4-5 Shock
6 Kill

Firer Quality
MUSKETRY ADJUSTMENT
Good +1 adjustment
Poor -1 pip adjustment
Fisticuffs Result
Draw Fight again now. Max three rounds
ROLL 1D6 FOR EACH MAN PRESENT Defeated by 1 Retire 6” (12” cavalry)
Add 1D6 for Status level of the Big Man who lead the charge using his Initiative Defeated by 2 Retire 9”(18”), +2 Shock, fire only next turn
Add 1D6 for each point of fervour added with the Big Man’s initiative Defeated by 3 Retire 12” (24”) +2 Shock, fire only next turn
Add 1D6 for every two Status levels of all other friendly Big Men in the charge Defeated by 4+ Retire 18” (24”), Double Shock. Possible
Each Quality level higher than the enemy Add 2D6 per Group surrender
Per two Shock points on a Group Subtract 1D6
Aggressive troops Add 2D6 per Group
Weedy Coves Subtract 2D6 per Group Spotting
Each supporting rank in column Add one D6 per rank TARGET 0-9” 9-27” 27” AND
Attacking Light Cover Subract one D6 in every four LOCATION/DISTANCE OVER
Attacking Medium Cover Subtract one D6 in every three In the Open Automatic Automatic 5
Attacking Heavy Cover Subtract one D6 in every two Slightly obscured 6 7 8
Attacked in the flank or rear Subtract one D6 in every two Obscured 7 9 11
Badly Obscured 10 11 14
Ambushed Subtract one D6 in every two Add one to the required score (Make Deduct one from the
Harder) for: required score (Make
Easier) for:
Spotter under fire Spotter elevated
Target stationary Per dice target moved this
turn
Target obscured by smoke Each additional dice used
for spotting
Target is Injuns Spotter is a Big Man
Target Mounted
Spotter is Injun or Longue
Carabine
Target is a Formation

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