Fistful of Lead - Bigger Battles! - Final (2020)
Fistful of Lead - Bigger Battles! - Final (2020)
LOW
  READY
  WOUND
  SHOCK
  SHOCK
+1
  FLAME
  TEMPLATE
                                 www.wiley-games.com
                                                                                       ©Empress Miniatures Zulu War British
                                             Introduction
When we first wrote Fistful of Lead going on two             We also wanted the rules to work for multiple
decades ago, one of the attractions was that a               periods and genres. At first, that might be hard to
player could get into the game without very much             visualize, but other popular rule systems have a
financial commitment. A game only required 5-6               base set of mechanics that they then use for
miniatures a side and a pack of playing cards.               other periods. As always, we‘ve gone for a
This proved a great way to try new periods or                cinematic feel. Players are free to build armies
genres out before diving in deeper. And more                 based on their own research or thoughts.
than a few us suffer from “wargaming butterfly
syndrome”.                                                   Is this rule set for everyone? Certainly not. The
                                                             button counters and rules lawyers will hate it.
Over the years my collection grew along with a               What the rules ARE NOT: A historical recreation
need to play with all the miniatures I was paint-            of large-scale skirmishes across history or a
ing. There are plenty of options out in the gam-             theoretical recreation of futuristic or fantasy
er-verse, but I had a group of players that were             combat.
already fans of Fistful of Lead in all its iterations,
and frankly, teaching them something new can                 What the rules ARE: A fun way to pass the time
be tough.                                                    with your friends using all those miniatures
                                                             you’ve had laying around collecting dust.
Turns out, all I had to do was go back to the rules.
                                                             This book contains all the information you need
To make this work, we are essentially playing the            to play a game, including rules for building your
same game but replacing the standard one card                forces and how to set up the table for different
per miniature with one card per unit. This way, a            scenarios. A few genre options are provided to
player can control 5-6 units versus 5-6 minia-               get you started.
tures. Instead of a single miniature taking Shock
and Wounds, a unit takes Shock and loses                     For those familiar to the Fistful of Lead family of
miniatures from the unit when a Wound is                     rules, you’ll find the mechanics basically the
scored. These were originally written with singly            same, but with some new ideas we’ve developed
based miniatures in mind but work just as well               over the years. I’ve tried to cover most situations
with multi- based stands.                                    that arise in the game, but I can’t pretend to know
                                                             I’ve covered them all. If something comes up not
The purpose of the rules and driving factor, is to           covered in the rules, players should try to come
play larger battles than the standard Fistful of             up with a mutually agreeable solution. If that
Lead games without fundamentally changing the                doesn’t work, roll a die!
system. Keep in the parts we like about the rules,
change only what we need. You don’t need to                  Have fun with Bigger Battles!
have previous knowledge of Fistful of Lead
games. New players will pick up the mechanics
quickly and Fistful Fans will recognize a game
they already know.                                                                              Jaye
                                                         2
                                         What You Need
Miniatures                                                When rolling, a roll of “1” is generally considered
Fistful of Lead: Bigger Battles isn’t tied to a           bad, and a 10 or above is considered good.
specific miniature manufacturer. Indeed, half the         Some special conditions might even be triggered
fun will be using whatever you have on hand.              by these rolls. On a 10-sided die, the “0” face is
The rules work for Historical, Fantasy or Sci-Fi.         read as “10”.
This is really a toolbox for you to design your own
match ups.                                                Playing Cards
                                                          You’ll need an ordinary pack of 52 playing cards
Bigger Battles is designed with 28mm scale                or the Custom Cards available through Wiley
miniatures in mind. It’s a popular scale and on           Games. These are used to determine which
the table the ranges and movement scales look             player is acting, and are the core of the rules.
right. You can, however, use smaller or larger
scales without altering the rules. With the huge          Measuring Tape or Ruler
variety of 15mm scale miniatures out there, you           You’ll need something to measure the distance
could have a large game in a small space.                 units move and shoot. A tape works best due to
                                                          the longer ranges of some of the weapons. All
You’ll most likely want to mount your miniatures          distances are measured in inches.
or figures on bases. This makes them easier to
handle and adds to the overall look of the minia-         The Gaming Table
ture. The base size has no effect on the rules.           Since this game is about bigger battles you’ll
Your miniatures can even be mounted with multi-           need a big table! The exact size depends on the
ple miniatures on a stand. This gives you a               number of opponents and the size of their forces.
couple of options when it comes to the size of            A 4’ x 4’ sized table could be used, but it won’t
your units. You can remove whole stands of                leave much room for maneuver and some units
miniatures when casualties are taken or use a             will start the game already in shooting range of
way to track individual miniature losses on each          bigger guns. A 6’ x 4’ table is ideal, but 8’ x 6’ can
stand.                                                    give you even larger battles.
                                                      3
                                  GET READY FOR BATTLE!
Playing the Basic Game
What follows are the Basic Rules. Once you
understand these, you’ll be able to add on the
Advanced Rules seamlessly. For those readers
who have played Fistful of Lead games, the
system will seem familiar, but please read it care-
fully because some things are different. We’re            For added help, your guide through the rules is
going to go over the rules before we discuss how          the General. He can be cranky, but he’s full of
to build your forces.                                     useful information.
2- DEAL CARDS, THEN TAKE ACTIONS                          Steve decides to use his King to activate the unit
Each player is dealt one card for every unit, Hero        in the open.
or Commander they control. For example, Scott
has three units in his army, so he gets 3 cards.          He throws down his King and takes an “At the
Ken has two left after a previous turn, so he gets        Double” move to a nearby wall. Next, “Queens!”
2 cards. Players are allowed to look at their own         are called. Nobody has one, so the turn
cards, but not the cards of others.                       proceeds to Jacks. Both Steve and Mike throw
                                                          down a Jack. Mike has a Jack of Spades so he
The turn is played out from highest (King) to             goes before Steve’s Jack of Hearts. Play
lowest (Deuce) card. Aces are explained in                proceeds until all units have been activated.
Special Cards, below.
                                                          Got it? Good!”
A player or referee is designated as the Caller.
They begin the turn by calling out “Kings!”. Every
player with a King card (if there is one) throws it
down.
                                                      4
Special Cards
In addition to activating figures, some cards have                        “Steve has 2 Aces. He knows
special qualities. They are referred to as Special                        he wants to go first in the turn,
Cards.                                                                    so when the round starts and
                                                                          “Kings!” are called, he lays
They are played just like normal activation cards                         down one of his Aces and
but allow the player to do some unusual feats                             states it’s the King of Spades.
and spice up the game. The Special Cards and
their qualities are:                                     If there are no other Kings of Spades out there
                                                         (i.e. the real one) he goes first, since Spades
Queen of Spades- Remove all Shock                        come first in precedence. If, however, there was
markers from a unit, Commander or Hero                   a real King of Spades laid down, the real one
when they activate.                                      would go before Steve’s.”
Queen of Hearts- roll d10: Odds get one                  Here’s another example: Later in the round
member of the unit back. Evens get two. We are           “Sixes!” are called. Steve’s been holding on to
justifying by saying these are stragglers return-        the second Ace for just the right moment. The
ing to the unit or patched up soldiers coming            other players have been ignoring one of his units
back. The unit can then proceed to its actions.          because it has a “Low on Ammo” marker and
This card can also be used to heal a wound on a          they know he needs two actions to “reload”.
Hero or Commander.                                       Steve lays down his Ace and calls it a “Six”. His
                                                         unit instantly gains ammunition and takes one of
One-Eyed Jacks (Hearts & Spades)- The unit,              his actions to blast away at one of the units that
Hero or Commander activated with this card has           ignored him! That’ll teach them!”
a +1 to Shooting rolls this turn.
                                                         A “real” card always takes precedence over an
Two-Eyed Jacks (Diamonds and Clubs)- The                 Ace impersonating it. As in the example above, a
unit, Hero or Commander activated with this card         real King of Spades goes before Steve’s Ace
has a +1 to rolls in Close Combat this turn.             acting as a King of Spades. If multiple Aces are
                                                         played, all acting as the same card, the order of
Sevens (any suit)- A unit, Hero or Commander             Spades then Hearts, etc. takes precedence.
may reroll their whole throw of dice or a single
die. This can be any roll such as Combat or              Sometimes you’ll end up with more cards than
Recovery rolls. This second roll must be used.           units. This happens when a player has a unit
                                                         eliminated before he has a chance to activate it.
Sixes (any suit)- The unit, Hero or Commander            The player holds on to the extra card until the
activated with this card can discard any Low             end of the turn and tosses it on the discard pile.
Ammunition marker. This overrides the normal
Ammo rules (see Low on Ammo, below). The                 WHEN ALL CARDS HAVE BEEN PLAYED
unit, Hero or Commander then proceeds to any             (ALL UNITS, HEROES OR COMMANDERS
actions.                                                 HAVE BEEN ACTIVATED) A NEW TURN
                                                         BEGINS.
Twos (any suit)- The unit, Hero or Commander
activated with this card may reroll misses from
one throw of the dice this turn.
                                                     5
                                              ACTIONS
When a unit, Hero or Commander activates, it              Failure to remove all of them means the unit,
can perform an action from those listed below:            Hero or Commander’s turn is over. If a they man-
                                                          aged to remove all Shock, they may still use a
Move at the Double- The unit, Hero or Com-                single move or shoot action (not Concentrated
mander can move at twice the normal rate. This            Fire).
move cannot put the unit within 1” of an enemy
unit, Hero or Commander. That requires a                  Ready- This is like the Overwatch or Hold action
Charge action.                                            in the Fistful of Lead Core rules. The first part of
                                                          the action, the unit, Hero or Commander
Maneuver- The unit, Hero or Commander can                 receives a “Ready” marker. Later in the turn the
make a single move and shoot or shoot then                unit, Hero or Commander can react to enemies
move but at -1 to Shoot rolls.                            by interrupting to fire or move. The Ready marker
                                                          is removed at end of each turn.
Shoot- The unit, Hero or Commander doesn’t
move, but shoots once this turn.                          Mount/Dismount- A mounted unit can make a
                                                          single move at its mounted movement rate and
Form Up- (Regular units only) This action lets            dismount. A dismounted unit can mount up and
troops form up into Close Order. Close Order is           make a single move.
the only way to use Concentrated Fire and has
benefits in Close Combat.                                 Setting up a Crewed Weapon- Weapons like
                                                          Canon, Machine Guns, Heavy Lasers to name a
Concentrated Fire- (Regular units only) This              few, require some time to set up. It takes a unit
action could be considered Volley fire too, and           equipped with these types of weapons a turn to
represents controlled fire being delivered in an          set up or break down.
orderly way. The unit does not move but gets a
+1 to their Shoot rolls.                                  Complete a Task- A unit, Hero or Commander
                                                          may have to perform a Task during the course of
Charge- The unit, Hero or Commander can                   a game (see Tasks, below) such as lighting a
move at twice the normal rate to contact the              field of crops on fire or lowering defense shields.
enemy. This gives this a +1 to Close Combat rolls         This will usually involve a roll based on the
in addition to any traits they possess.                   difficulty of the Task.
Rally- A unit, Hero or Commander may try to               Important: A unit, Hero or Commander can
remove any Shock markers (see Wounding,                   only fire once a turn.
below) it has accumulated.
MOVING
Movement is kept as simple as possible. Each              In the swirl of a Bigger Battles, some units may
figure (or stand) can move up to its maximum              get mixed together, so try to keep distance
amount, limited by terrain effects. At the end of         between friendly units so it is apparent which unit
the move, each miniature within the unit must             is which.
stay within 1” of another miniature in the unit. If
using stands, you can keep them in contact with           Friendly units may pass through each other as
each other. It’s always easiest to move one or            long as they have enough movement left to do so
two miniatures from the unit, then just move the          to clear the other unit, and neither unit has Shock
rest up keeping them roughly in the same forma-           (see Shock, below). If either unit has any Shock,
tion they started.                                        then both units will receive a Shock marker. This
                                                          may cause a Regroup (see below).
                                                      6
Unit Movement Rates                                      Close Order: Close order has the unit tightly
Regular Foot: 5”                                         packed together to maximize fighting power.
Irregular Foot: 6”                                       Only Regulars can form Close Order and must
Regular Mounted: 8”                                      use the Form Up action. Miniatures within the
Irregular Mounted: 10”                                   unit should touch and be in at least two ranks.
Guns and Crews: Unlimbered 3”. 6” when
limbered.                                                Crews, Heroes and Commanders cannot Form
                                                         Up and be in Close order.
Moving At the Double, of course, doubles the
rates listed above.                                      While in Close Order, a unit may only fire to its
                                                         front 90 degrees but can use Aimed Fire. Units in
A unit cannot end it’s movement within 1” of             Close Order have a +1 to hit in Close Combat
the enemy. To do that, they must use a                   against enemies in Open Order. Close Order
Charge action.                                           units contacted by enemy units in the side or rear
                                                         are at a severe disadvantage. Enemies may
Formations and Flanks                                    reroll any misses in Close Combat. Units that
Open Order: The default formation for a unit is          Shoot Artillery or Crewed weapons at units in
Open order. The miniatures are moving in a               Close Order get a +1 to their rolls.
loose cloud, but still within 1” of each other.
There are no modifiers to shooting, being target-
ed or fighting while in Open order unless
attacked by units in Close Order. While in Open
Order, a unit has no flanks, and may fire in any
direction.
                  “What about forming square and other kinds of formations? I hear you say. Well,
                  we have to cover alot of ground in these rules, so with some things we have to be
                  a little broad in our definition. Close Order formation could mean forming a square
                  against cavalry attack. In fact, you could place your miniatures in that formation.
                  In which case, treat the unit as having no flanks, and only sides facing the enemy
                  may fire. The bonus for enemy artillery shooting at Close Order troops still holds.
  Close Order can also be used to represent being in a Shield Wall or other tight formation such as
  a Pike Block.
          Horse in Close Order would represent the tight wedge formation used by some Ancient
  and Medieval cavalry to break up enemy formations. How you choose to represent Close Order, is
  up to you!”
                                                     7
                                              TERRAIN
Since your game probably won’t happen on a
featureless desert or flat, open, frozen moon,
let’s deal with terrain.
                                                      8
                                               SHOOTING
When a unit shoots, first choose a target. In the                             “A unit of 10 is firing at a unit
swirl of a Bigger Battles gunfight, all models                                partially behind a hill. Only 3
have a 360 degree field of fireif in default Open                             troops of the target can be seen
Order. If in Close Order, the unit has a field of fire                        by the shooting unit. The attack-
to its front 90 degrees.                                                      ers roll 10 dice at -2 for the hard
                                                                              cover afforded by the interven-
The firing unit must have line of sight to the                                ing hill.
target. The closest enemy unit must be targeted
unless the closest unit is in cover or a Command-            Six hits are scored resulting in 4 wounds and two
er/Hero. If a unit wants to target a different unit,         shock. Only the three troops visible are removed,
they must pass a Hard (8+) Task roll first.                  but the target unit still gets 2 Shock markers.”
You cannot shoot through units, friendly or other-           A unit must target a single unit, Hero or Com-
wise. Units on an elevated surface like a hill or            mander. No splitting fire or combats between
building can fire over a friendly unit if the unit           targets.
being fired over is closer to the shooter than the
target.                                                      Range is measured from the closest miniature of
                                                             a unit to the closest miniature of the target unit.
This may require getting down to eye level with
the unit and trying to see what they see. Laser              Ranges for the most common weapons are listed
pointers or string are helpful for this, but hopeful-        on the following page and are divided between
ly in the spirit of good fun, both players can               Short and Long. There is no Close range. That is
decide if a unit has a line of sight.                        considered in Close Combat, below.
Miniatures are only visible inside terrain or build-         Ranges based on what looks right, not any
ings if they are within one inch of the door,                particular ground scale.
window or edge of the woods. The same is true if
they wish to shoot out from inside cover.                    What follows on the next page is by no means a
                                                             comprehensive list of every weapon you can use
Units in cover may be targeted, but not units                for Big Battles, but it does give you good base to
completely hidden by obstacles like woods or                 start from if you want to design your own.
buildings.
                                                             It is assumed that most units will be similarly
A unit is considered in a piece of terrain, or               armed but certain traits or the use of Squad
behind cover, if half or more of the miniatures are          Support weapons may change this. Some weap-
in said cover, then the whole unit gets the benefit          ons may be in range while others aren’t. The use
of the cover. This will require common sense.                of distinctively colored dice can aid in keeping
Stacking a 12 man unit in line behind an                     track of which weapon is doing the shooting
outhouse would be within the letter of the rules,            while allowing you to still only roll one handful of
but not the spirit.                                          dice.
                                                         9
                                               Ranged Weapons
Name                  Range Short/Long            Dice            Notes
Pistol                6/12”                        1              -
Assault Rifle        12/24“                        2              -
Submachine Gun        6/12”                        2              +1 to Close Combat rolls
Machine Gun          18/36”                        3              Crew
Heavy Machine Gun    18/36”                        4              Crew, AP1
Modern Rifle         12/24“                        1              -
Obsolete Rifle        9/18”                        1              -
Musket                9/18”                        1              Reload
Rifled Musket        12/24“                        1              Reload
Grenade Launcher     10/20”                        1              AP2, Blast 3, IF, Limited Ammo
Squad Support Wpn    12/24“                     2 or 3*           -
Laser Pistol          8/16”                        1              AP 1
Laser Rifle          16/32”                        1              AP 1, Ammo Hog
Heavy Laser          24/48”                        3              AP 2, Ammo Hog, Crew
Missile Launcher     12/24”**                      3              AP2, Limited Ammo, Splash
Shotgun               6/12”                        1              +1 to CC rolls, +1 Wound at Short Range
Flame Thrower           -                          1              Flame Template, Limited Ammo., Terrifying
Spear (Thrown)         3/6”                        1              Limited Ammo
Bow                  9“/18”                        1              -
Mounted Bow          6“/12”                        1              -
Crossbow              9/18”                        1              Reload, +1 Wound at Short Range
Field Gun***
  -Light            18”/36”                         3             AP1, Crew, Reload, Limited Arc of Fire
  -Medium           24“/48”                         4             AP2, Crew, Reload, Limited Arc of Fire
  -Heavy            24”/48”                         5             AP2, Crew, Reload, Limited Arc of Fire
Mortar           12-24“/48”****                     1             Blast 5, Crew, IF
Railgun              24/48”                         1             AP3, Crew, Deadly
Fusion Gun          18”/36”                         4             Crew, Splash, Terrifying
*Squad Support weapons can use 2 or 3 dice depending on player’s choice. If they choice 3 dice, they gain the
           Ammo Hog trait.
**Missile Launcher ranges would be adjusted by period. Early versions like the Panzerfaust should probably be 8”/16“, while
a more modern missile launcher like the Javelin might be 18”/36“.
*** Field Guns can reroll misses at 12” to simulate cannister.
**** Mortars have a minimum range of 12”. Anything closer cannot be hit.
 Ammo Hog- Becomes Low on Ammo if it rolls more 1s AND 2s than hits.
AP (Armor Piercing)-The listed number is what the target must subtract from their Armor roll, i.e. for AP1 an Armor roll of 8+
           would become a 9+, etc.
Blast- Use a Blast template equal to rating (3 or 5). Center over target and roll one die for each member of unit more than half
        under it, rolling to hit based on range of target point.
Crew- These weapons require a Crew to use. Number of crew is based on number of dice used in shooting.
Deadly- Automatically destroys their target on a natural die Wound roll of 10 or above.
Flame Template- Use the flame template. Roll for each member of unit more than half under it, hitting on a 5+ if in the first
                    band, 8+ in the second band.
IF (Indirect Fire)- See page 11 for rules on Indirect fire.
Limited Ammo- A “Low on Ammo” result means this weapon or unit is out of ammo for the rest of the game.
Limited Arc of Fire- Weapon can only fire to front 90 degrees.
Reload- Units automatically become Low on Ammo after every Shoot action (see page 12).
Splash Damage- May hit any unit within 3” of the original target unit. These extra hits are at a -1 to the Shoot roll.
Terrifying- Target unit automatically takes 1 extra Shock in addition to any other Wounds. Units friendly to the
            target unit within 6” also gain a Shock marker.
                                                             10
Rolling to Hit                                             Indirect fire
Roll d10 (or d8 for militia or just bad troops/d12         Weapons listed with the Indirect Fire capability
for elite troops) for each model in the unit.              (IF) can target units they can’t see or draw a line
                                                           of sight to, as long as a friendly unit can see the
The base roll needed to hit is:                            target. Place a marker on the battlefield in sight
5+ for close range 8+ for long range                       of a friendly unit and within range. This is your
                                                           target point.
Artillery and crewed weapons will roll a number
of dice based on their type, usually based on the          Unlike direct fire, which uses multiple dice to hit,
number of crew. For example, a Medium gun                  you’ll only use one die for indirect fire to roll to hit.
rolls 5 dice, one for each crew. As the crew takes
damage, the effectiveness of the gun does too,             Roll to hit with the target as usual. If a success,
losing dice as it loses crew.                              roll a 10-sided-die close to the target point. The
                                                           die shows the distance in inches the round
More modern, near future or Sci-Fi units may               deviates with the “point” of the die showing the
have units with a mix of weapons like rifles with a        direction. Use the corresponding template
squad support weapon. Easy enough. Simply                  centered on the impact zone. Any unit partially
add in the extra dice provided the support                 under the template is hit with the number of dice
weapon.                                                    shown in the weapon profile, but only miniatures
                 “A unit of Space Troopers has 4           under the template can be removed as casual-
                 soldiers armed with laser rifles,         ties. For example, if the template only covers 2
                 and one with a heavy laser                members of a unit, but the Wound results in 3
                 repeater. They roll 4 dice for the        Wounds, only the two under the template are
                 laser rifles and 3 dice for the           removed. Shock still applies to the whole unit.
                 heavy laser for a total of 7 dice.
                                                           If the roll was a miss, use the procedure above,
The enemy target falls within long range for the           but double the distance rolled.
laser rifles, but short range for the heavy laser.
The laser rifles need 8 or higher while the heavy          If the same target point is targeted a second
laser only needs 5 or better. Just roll different          consecutive time, and the roll is a success, the
color dice for the heavy.”                                 round is on target and there is no deviation. They
                                                           have zeroed in. If the roll is a miss, deviate the
“Another example: You have a mixed unit of 12              distance rolled as above.
miniatures, 6 crossbowmen and their 6 shield
bearers. When they shoot, there are only 6                 This can also be used to represent airstrikes on
crossbowmen, so they would only roll 6 dice. If            your battlefield.
they are engaged in Close Combat, on the other
hand, all 12 would fight”.
                                                      11
                  “A French unit with 8 miniatures          Cover
                  remaining and one Shock                   Our little metal or plastic soldiers are forever
                  marker is shooting at a unit of           stuck in one pose. It would be wrong to think that
                  British behind a fence (light             in their world, the world of the tabletop, they
                  cover) in short range. They               aren’t actively crouching behind whatever cover
                  don’t move so decide to use               they have, trying desperately not to be hit. Their
                  Concentrated Fire.                        real life counterparts are really good at finding
They roll 7 dice (8 minus 1 for the Shock marker)           every scrap of cover. Therefore, we have to think
needing a “5” to hit (5+ for close range, -1 for the        of cover in an abstract way.
fence, +1 for Concentrated Fire).
                                                            If a unit is behind a linear piece of terrain like a
Rolling 1s                                                  wall, even though the models may be standing
If more 1s are rolled than hits, the unit is Low on         presenting a large target, in reality they are
Ammo. Low on ammo is a generic term. It could               crouched down behind it.
actually mean erratic or ragged fire due to a
breakdown of fire discipline, or literally the unit         If a unit is in contact with a solid wall, or inside a
has been blasting away and needs ammo from                  building looking out the windows, the unit counts
the rear.                                                   as in Heavy Cover, and this is a -2 to the die roll
                                                            of any unit shooting at it unless the shooters are
Units that are Low on Ammo fire at half their               positioned in such a way to outflank the terrain.
allowed dice rounded up (first counting any                 For instance, the shooting unit is in the same
reductions for Shock) until they spend a turn               building or same side of the wall.
reloading. This reload turn, the unit cannot make
any other Actions. The use of the 6 Special Card,           It’s helpful if the player controlling the unit states
however, instantly reloads the unit and they may            that they are in cover.
carry on as normal.
                                                            If a unit is behind a linear piece of terrain like a
Some weapons require a Reload between each                  wooden fence, or something less substantial
shot. See page 10 for examples.                             than stone, it is in Light Cover, and there is a -1
                                                            to the die roll of any unit shooting at it.
                “The French unit from above
                manages to roll more 1s on                  Area Terrain
                their Concentrated Fire action              Some areas on the tabletop can be identified as
                than hits, and goes Low on                  Area Terrain. These are your woods or tall crops.
                Ammo. The next turn they                    They should have a defined edge and be called
                decide to fire anyway. With 8               out before the scenario to all players. A unit has
                miniatures reduced to 7 eligible            to be within 1” of the edge to shoot out or be shot
because of their 1 Shock marker. Their fire is              at.
then reduced to 4 dice. Seven halved and round-
ed up is 4.                                                 While in Area Terrain, units receive the Light
                                                            Cover modifier of -1 to be shot at. Models more
Too bad they didn’t activate on a 6 card.”                  than 1” away from the edge of the terrain cannot
                                                            be targeted. If two units are within the same
                                                            feature, both are in Light Cover and only have
                                                            visibility of 6”. If they are more than 6” from each
                                                            other they cannot target each other.
                                                       12
                                           CLOSE COMBAT
Close Combat can only be initiated at the end of              Winners and Losers
a Charge action. Like shooting, the closest                   The unit that causes the most Wounds wins, with
enemy unit must be targeted unless the closest                losers falling back one move. If the number of
unit is in cover or is a Commander/Hero. If a unit            Wounds inflicted is equal, then look to see which
wants to target a different unit, they must pass a            side inflicted the most Shock. If both are still tied,
Hard (8+) Task roll first.                                    the attacker is forced back one move. Opposing
                                                              units never end a turn still in contact.
You cannot Charge through enemy troops to hit a
target on the other side. You may move through                If a unit is forced back through their own troops,
your own troops to Charge, but the friendly unit              both units gain a Shock marker. This force back
charged through gains a Shock marker.                         move ignores penalties from Shock.
The procedure for Close Combat is similar to                  Attacking Cavalry that win a Close Combat may
Shooting. Both sides, attacker and defender, roll             immediately make a follow up single move. This
a d10 (or d8 for militia or just bad troops/d12 for           move may take them into contact with another
elite troops) for each model (or stand if using               enemy unit, including the unit they just had
those) in the unit.                                           combat with. In that case, another Close Combat
                                                              is fought. This follow up move can only be done
Base die roll to Hit                                          once a turn.
Tribal 4+
Regulars 5+                                                   Units who have already activated but have the
Irregulars 6+                                                 Ready status may launch a countercharge if they
                                                              themselves are charged. If they pass a Regular
Modifiers to Close Combat                                     Task (see Tasks, below) roll (5+) they may coun-
                                                              tercharge the enemy unit, negating the enemy
Remove a die for each Shock marker (a unit                    charge bonus in Close Combat. Only Mounted
down to 7 miniatures and 3 Shock markers                      units and infantry charging infantry may do this.
would only roll 4 dice)
+1 to roll if Attacker                                        Attacking Regular Infantry that win a Close
+1 if in Close Order                                          Combat may immediately move to occupy the
+1 to roll if unit has a friendly unit within 3”. This        space vacated by retreating enemies. This move
bonus is only once no matter how many friend-                 may not put them into contact with the enemy.
lies in range.
+1 Defending an obstacle or fortified area                    Rolling 1s in Close Combat
Reroll misses if fighting a Close Order unit in               If more 1s are rolled than hits, whether they are
the flank.                                                    considered the winner of the combat or not, the
                                                              unit retreats 1 move immediately and adds a
                                                              Shock marker.
                                                         13
                                    Close Combat Weapons
Name                               Notes
Hand Weapons                       Any one handed weappn like a sword, axe or club
Spears/Polearms/Bayonets           Attacking Mounted -1 to Close Combat roll against spear armed unit
Pikes                              Attacking Mounted must reroll their hits if Pike unit is in Close Order
2-Handed Sword/Axes                +1 to the Wound Roll
Weapon of Legend                   Heroes only, Deadly*
Mounted Lance                      Reroll misses in Close Combat. One use.
Shields                            Shield carrying troops count as Light cover vs bows, crossbows and
                                   thrown spears.
                                   Cannot combine with polearms, pikes or 2 handed weapons
*Deadly- Automatically destroys their target on a natural die Wound roll of 10 or above.
                                                      14
                                           WOUNDING
Roll a die for each hit scored:                           If a unit has more Shock markers than
                                                          remaining miniatures, it must fall back to
Die roll Result                                           Regroup (see Regrouping, below).
0 or less       No effect
1-5             Shock (unit receives a Shock              Wounds
                marker)                                   Wounds cause actual miniature removal from the
6-8             Wound (remove a miniature                 unit for each Wound die result. This could be
                from the unit)                            actual casualties but can also be troops that
9+              2 Wounds (remove 2 minia                  have become ineffective from wounds or lost the
                tures from the unit)                      will to fight.
                “Of the seven Shooting dice               If any Wounds are scored, you must see if the
                used by the French, only four             unit’s Leader was a casualty. Roll a d10 and
                hit. Four dice are rolled to              subtract -1 for each wound scored on the unit. If
                Wound. The results are 3,5,7              the final score is 0 or below, the Leader has been
                and 10. That means the British            hit. See Leaders, below.
                take 2 Shock markers and
                remove 3 miniatures.                      A unit is eliminated when all its miniatures
They now check to see if the unit leader was hit          have been removed by Wounds.
(see Leaders, below).
                                                          Modifiers to Wounds
Shock                                                     Roll half the dice (rounded up) of hits if:
Shock represents a temporary loss of courage.              -Open Order Foot fighting Mounted in Close
This can be thought of as minor wounds or just            Combat.
hesitation due to bullets or arrows whizzing past.
Mark units with a “Shock” marker for each die             - Attacking units defending in hard cover in Close
result that comes up Shock. These can be found            Combat.
in the back of the book, or you can use small dice
to track Shock.                                           - Foot Shooting at Mounted in Close Combat.
                                                          This represents dividing the shots between rider
As a reminder, units that are activated using the         and mount.
Queen of Spades can remove all Shock.
                                                          Example: 5 hits are scored. Only roll 3 dice on
Units with Shock markers have a minus to their            the Wound chart.
move for each Shock marker. Thus, a Regular
unit with 2 Shock markers would only move 3”, or          As a reminder, units that are activated using the
6” when moving At the Double. This may leave a            Queen of Hearts can try to bring back stragglers
unit is immobile. Time to rally!                          or lightly wounded troops.
                   “Looking at our last example, both sides had inflicted 4 hits. They both roll 4 dice
                   on the Wound chart. The Star-troopers have the Killer trait and get to add a +1 to
                   each of their dice. After rolling, they score 2 Shock and 2 Wounds on the Rebels.
                   This means the Rebels are down to 4 miniatures in their group with 4 Shock
                   markers. Not enough to force a Regroup (we’ll talk about that later).
                   In return, the Rebels fight back inflicting 2 Shock and 3 Wounds (they managed to
  roll a 9). Because the Rebels inflicted more casualties they are considered the winners and the
  Star-troopers must fall back. Both might want to think about Rallying on their next activation!”
                                                     15
                                             RALLYING
As an action, a unit, Hero or Commander can try            If all Shock markers are removed on this roll, the
to remove Shock markers. This is the Rally                 unit may either make one Move or one Shoot
action. To Rally a unit, Hero or Commander must            action. If all of the Shock markers aren’t
roll a number of dice equal to the number of               removed, the unit’s activation is over.
Shock markers, removing one for every roll that
scores equal to or higher to below:                        A unit activated with a Queen of Spades remove
                                                           all Shock markers.
Regulars, Vehicles or Gun crews: 5+
Irregulars: 6+                                             If more 1s are rolled than successes, the unit
Tribal: 7+                                                 must fall back 1 move and gains another
Modify this roll:                                          Shock marker. This may force a Regroup.
-1 if Leader is Out of Action
Unit Traits: +/-
REGROUPING
If a unit has more Shock markers than minia-               If the unit was in Close Order, it defaults to Open
tures left in the unit it must Regroup. The                Order. The unit may activate as normal on its
Regrouping unit must immediately fall back away            next turn. However, with now limited movement
from the enemy 2 moves. This move ignores any              and no dice to attack with because Shock is
terrain (other than impassable) or Shock penal-            equal to the number of miniatures, the best
ties as the unit runs away.                                action is to Rally.
Remove all the excess Shock so that the number             If the unit is forced to Regroup and has nowhere
of Shock markers equals the number of minia-               to retreat to (cut off by terrain or enemies), it
tures in the unit.                                         routes and is removed permanently.
                                                READY
When activated, a unit can use its action to                                “A unit of Prussian Jaegers are
“Ready”. This can be considered overwatch or                                positioned on a hilltop. They
holding. The unit is waiting for an opportunity                             activate on a Jack of Hearts, but
later in the turn to strike at an enemy when they                           has no targets available. They
appear, or just holding to see what happens.                                use their action to Ready. We
Mark them with a Ready marker. They can then                                put a Ready marker next to
wait until later in the turn to interrupt another                           them to help remember.
unit’s actions to shoot, only at the unit that
activated, at a -1 to hit. This target must appear         Later in the turn, an enemy breaks cover and
within line of sight of the Readied unit.                  moves across the open field. The Jaeger’s
                                                           player politely asks his opponent to hold his
As mentioned above, units who have already                 movement while he takes some shots. The shots
activated but have the Ready status may launch             will be long range. He does not get the Jack of
a countercharge if they themselves are charged.            Hearts +1 bonus to shoot.
If they pass a Regular Task roll (5+) they may
countercharge the enemy unit, negating their               The Jaegers score a few hits, and the enemy
charge bonus in Close Combat.                              soldiers get to finish their move.”
The Ready action cannot be used in conjunction             The Ready status goes away at the end of the
with a card’s special ability if it has one. If for        turn.
instance, you activated with a Jack of Spades,
you cannot benefit from the +1 to shoot when
you interrupt later in the turn.
                                                      16
                                MOUNTING/DISMOUNTING
A mounted unit can make a single move at its               This action also includes troops loading and
mounted movement rate and dismount. A                      unloading from vehicles. Vehicles (see Vehicles)
dismounted unit can make a single infantry move            activate on their own card. Units inside then
and mount or mount and then make a mounted                 disembark or load on their own card. A unit can
move.                                                      make a single move before loading into a vehicle
                                                           or can make a single move after unloading.
TASKS
Tasks are things that require rolls to accomplish,         For example: Searching is a Regular Task,
like scavenging, setting crops on fire, breaking           requiring a 5+. However, searching with an
down walls, calling in air support or shutting             enemy unit within 6” becomes Hard.
down defense fields. Performing a Task is the
action for the unit, Hero or Commander.                    If a unit has any Shock markers, it has a -1 to any
                                                           Task rolls, per Shock marker.
TASK            DIE ROLL
Easy                3+                                     A natural 10 or more, no matter how hard,
Regular             5+                                     passes a Task, and a “1” means something bad
Hard                8+                                     has happened. For instance, rolling a 1 while
                                                           trying to set some crops on fire means your
Tasks can be broken down into Easy, Regular                torches went out.
and Hard. It’s really up to the players how tough
or easy a Task is. Some factors can make them              Failing a Task without rolling a 1, makes the Task
easier or harder. If an enemy is within close              one level harder the next try. A unit is trying to
range, move the Task difficulty up one level.              destroy a barricade (Regular 5+). They fail with a
Players can also decide to make things easier,             roll of “3”. Next turn they’ll need to make a Hard
like a robot breaking into a computer.                     roll (8+). If they fail again, it will take a 10+ on all
                                                           subsequent attempts.
                                                      17
                                      EXAMPLE OF A TURN
                 “Here’s an example of a couple             “Steve rolls 3 dice on the Wound chart and gets
                 of turns. Our two players are              2 Shock and a Wound. Mike removes a miniature
                 Mike and Steve. For ease, we               from his unit. Where’s that Queen of Hearts
                 aren’t using Heroes or Com-                now?
                 manders.They each control 4
                 units. Steve is dealt:                     “Tens” are up next, but neither player has one, so
                                                            it’s on to “Nines”. Steve gets to go again.
Mike uses the card to Maneuver his unit. His                At 11” he is within Close range for his unit’s rifles.
target unit is at long range and his troops will be         He initially rolls a 6 hits and 4 misses. He takes
firing at a -1 for Maneuvering. He manages a few            the 4 misses and rolls them again, adding 2 more
9s. He rolls the two dice that hit on the Wound             hits for a total of 8 hits!
chart but only puts 2 Shock on Steve’s unit.
                                                            When Mike rolls his 8 dice to wound, he scores
“Jacks” are next. Steve activates another unit              2,3,3,4,6,9,9 and 10. Four Shock and 7 Wounds.
Shoot. Steve gets a +1 because he activated his             That leaves Steve’s unit down to 3 troops. With
unit with a “One Eyed Jack”, which used as a                more Shock than miniatures left in the unit,
Special Card, gives him +1 on Shooting rolls.               Steve’s unit must Regroup.
Mike’s unit is 13” away. Steve’s unit have rifles,          The turn is over. All units have activated.”
making it long range. Long range requires an 8+
to hit. Steve has 10 men in his unit needing now
7s or above to hit. Three dice score 7 or more.
                                                       18
                                      EXAMPLE OF A TURN
                 “All cards are shuffled.                   Mike uses a Four to Ready one of his units.
                 On Turn 2, both players still get
                 4 cards.                                   The other Four is used to move At the Double to
                 Steve gets:                                some high ground.
Mike gets:                                                  Mike asked him to stop a few inches short of his
                                                            waiting unit. He rolls his Shoot dice and manag-
                                                            es to cause a few casualties as well as Shock to
                                                            Steve’s unit. It isn’t enough to make Steve’s unit
                                                            Regroup so the Charge continues.
When “Kings” are called, Mike uses his King of
Spades to go first, but Steve had also thrown in            They fight a Close Combat. Steve has to fight
his Ace as a wild card to be a King of Spades.              with less miniatures and the Shock he accumu-
Mike has the “real” King and goes first.                    lated. In the ensuing brawl, Mike is able to finish
                                                            off the remaining soldiers in Steve’s unit.
Mike uses his Ace and shoots. He puts a few
Wounds on one Steve’s already weakened units.               That’s it for this turn. Next turn, Steve will only
                                                            have 3 cards to match his 3 units.”
Steve uses his activation to Rally his unit that
had to Regroup. He has 3 Shock on that unit                 In this example we didn’t use a Commander or
(after the Regroup, you reduce the Shock to                 Hero. We’ll explain those in the next section.”
match the remaining miniatures). Steve rolls 3
dice looking for 5 or more on each die. He rolls 3,
5 and 7. That’s enough to get rid of 2 Shock.
Because he didn’t rid of all of the Shock, the unit
is done.
                                                       19
                                     BUILDING YOUR UNITS
We’re using the term unit, but it could just as            When determining relative sizes of units, a basic
easily be warband, cadre, squad, whatever you              rule is what looks and feels right to you. Remem-
want for your period or genre. Each unit will be           ber, this is a toolbox for you to use. Keep all the
made of a number of miniatures. The exact                  units fighting close to the same size? Maybe you
number of miniatures is up to you based on the             need some forces larger than others? A horde of
type of game you are playing. For example, for a           Zulus or Undead just looks better with more
more modern period, you might want 5-6 man                 miniatures.
units, but for Colonial or Medieval period troops,
10-12 miniatures might look better.                        Example unit sizes
                                                           Squad level: 5-6 miniatures
If using stands, that is multiple miniatures mount-        Regular Foot: 10-12 miniatures
ed on the same base, you can choose to count               Irregular Foot: 12-16
whole stands when determining size, essentially            Regular Mounted: 6-8
counting a stand like a single miniature. Or, use          Irregular Mounted: 8-10
a way to keep track of individual miniature losses         Guns and crews: 3-4 plus gun
on the stands, like a die or roster system.                Tribal Foot: 12-16
   A 6mm stand of troops. You’ll need a way              15mm stands of troops. Just remove stands
   to track hits, and show the strength                  as casualties rather than single miniatures.
   of the unit, but perfectly acceptable.
                                                      20
Unit types                                                      One of your units will be the most experienced
We’re breaking down units into 3 broad catego-                  and dedicated. These can be thought of as your
ries: Foot, Mounted and Guns. Vehicles will be                  command unit or simply the most trusted. Think
discussed later in the Advanced rules. Foot and                 of the chief’s huscarls, a unit of grizzled veterans
Mounted units are further subdivided into Regu-                 or fanatical bodyguards of the Galactic Overlord.
lars, Irregulars and Tribal. This really has more to            This unit will get 3 traits.
do with training and limits what Traits a unit can
have.                                                           Your second unit has seen a bit of action. They
                                                                know what to expect in combat and have picked
Each unit has a Shoot die type and a Close                      up a few things along the way. This unit has 2
Combat die type. These are the type of dice used                traits
by a unit for each associated action. The default
die type is a 10-sided die (d10). This can change               The rest of your units will be average troops.
based on unit traits.                                           These are somewhat experienced troops. Each
                                                                have 1 trait. This trait can be the same or differ-
Units are further defined by the Traits you assign              ent to each unit to give variety.
them. This where you can really customize and
make your units feel right for the tabletop world               You can elect to replace one of your units with a
they are fighting in.                                           Hero. This is a person of legend spoken only of
                                                                in hushed whispers. They can add personality to
Each player will build a force of around 5 units                your force and used correctly might even turn the
and a Commander. This is because that’s around                  tide of battle. They are explained later in depth.
the amount most players can keep track of
easily.                                                         Finally, you can elect to trade 1 of your units for 2
                                                                units of Grunts. You are sacrificing quality for
First, we’ll start with a Commander. This person                quantity. Grunts are anything from unenthusias-
commands all the units you’re about to build.                   tic hordes of pressganged peasants to enthusi-
Depending on what scale your Bigger Battle is,                  astic conscripts but with little training. Grunts are
he or she could be anything from a low level                    always Green (see Negative Traits, below) and
officer to a general. Commanders are explained                  can never be Regulars. Grunts only have 1 Trait.
in depth below, after Unit Traits.
                                               UNIT TRAITS
Assigning Traits to your units is what really gives             R: Regulars only
them character and helps differentiate a unit of                I: Irregulars only
Viking beserkers from cyborg commandos. The                     T: Tribal only
following are listed for completeness and won’t                 H: Heroes only
always fit the type of game you are playing. I                  C: Commanders only
don’t think you’ll have any Flier troops in a
Renaissance battle, unless they are Leonardo                    Agile (Dodge): If the unit, Hero or Commander
Da Vinci’s famed Birdman troops! I suggest                      is the target of shooting, it can immediately make
trying the first few games without Unit traits.                 a single move towards cover after wounds are
Traits cannot be taken by a unit, Hero or Com-                  determined. This bonus move cannot take them
mander twice unless specifically stated in their                into combat or be used if the unit is forced to
description.                                                    Regroup.
Traits might have letters at the end of the                     Amphibious: An amphibious unit, Hero or Com-
description. If there isn’t a letter, it means the trait        mander has no movement penalty for moving in
can be chosen by any unit, Hero or Commander.                   water. This ability could be due to special equip-
                                                                ment or training.
                                                           21
Armored: The unit, Hero or Commander has                    Coolheaded: A unit, Hero or Commander with
noticeably more armor than other troops. After              this trait has +1 to Rally rolls. (R, H, C)
Wound results have been established, roll a die
for each type, i.e. Shock and Wounds. Every                 Cunning: This unit, Hero or Commander may
result of 8 or more drops the Wound result by a             re-roll any Task roll once per turn.
level: Wounds become Shock, Shock becomes
no effect.                                                  Deadeyes: This unit, Hero or Commander has a
                                                            +1 to Shoot rolls.
For example: A unit of Star Troopers takes 5 hits.
The Wound roll results in 3 Shock and 2                     Defensive Fighters: If this unit or Hero is the
Wounds. The Star Trooper player rolls for the 3             defender in an attack (i.e. they were attacked by
Shock. He rolls 3, 5, and 8. One of the Shock               another unit or Hero) and win, they may immedi-
becomes “no effect”. He then rolls for the                  ately make a Charge of their own against the
Wounds and gets a 6 and 9, dropping one of the              attacker. (R, I, T, H)
Wounds to a Shock. The Star Troopers end up
with 3 Shock and one Trooper removed as a                   Determined: This unit, Hero or Commander
casualty.                                                   ignores Shock penalties in Close Combat.
This trait can be taken twice to create a unit that         Eagle Eyed: Increase the unit, Hero or Com-
is Heavily Armored. This means they armor                   mander’s weapon’s short range by 2” and long
reduces hits on a 6 or more. It also reduces a unit         range by 4”.
move by 1” per move action.
                                                            Encouraging: As their action for the turn, a Hero
Bloodthirsty: The unit or Hero must use a                   or Commander can remove all Shock markers
Charge action if an enemy is within Charge (dou-            from a unit within 12” or that they are attached to.
ble move) distance. They gain a +1 on their                 (H, C)
Close Combat dice rolls and +1 on the Wound
rolls. (I, T, H)                                            Extra Training (Fancy Footwork): The unit,
                                                            Hero or Commander counts Shock as well as
Bodyguard: This Hero or Commander has a                     Wounds to determine Combat wins. (R, H, C)
bodyguard. He or she may apply a Wound result
to any friendly unit within 6” instead of taking the        Fearless: A Hero or Commander can reroll a
Wound themselves. (H,C)                                     missed Rally roll. (H, C)
Brutes: This unit, or Heroes are savages or                 Ferocious: A unit, Hero or Commander may add
berserkers and have no ranged combat abilities              +1 to Wound rolls in Close Combat.
but move up one die type (d10 to d12) for Close
Combat. Because they are all attack and no                  Fliers: This unit can fly! Be it jetpacks or wings,
defense, defenders may reroll any Wound roll                this unit can ignore terrain when moving. It is
results against the Brutes. This trait cannot be            assumed they are landed or close to the surface
combined with Armored or given to Grunts. (I, T,            at the end of each move. Fliers cannot be in
H)                                                          Close order.
Brawler: Once per turn, this unit, Hero or Com-             Flurry of Blows: If a Close Combat attack only
mander may re-roll their Close Combat dice.                 causes Shock, the unit, Hero or Commander
                                                            fights a second round of Close Combat immedi-
Camouflaged: The unit, Hero or Commander                    ately before winners are determined.
gets an additional -1 to be hit while in cover.
                                                            Impervious: A Hero or Commander ignores
Cold Blooded: This Hero gains an additional +1              Wound penalties on Close Combat and Shooting
in Close Combat for each Shock and Wound                    rolls. In other words, even if your Hero has only
Marker his or her target, unit or individual, has.          one Wound left, they still roll their original
(H)                                                         number of dice, usually 3, for attacks. (H, C)
                                                       22
Indomitable: Unit, Heroes and Commanders                   Medics: This unit has medics or healers. If a
with this Trait can remove all Shock markers by            Hero, the hero has healing abilities. A Hero must
using entire turn.                                         be adjacent to a unit to try to help, but a unit can
                                                           try to heal itself, not other units or Heroes. This is
Infiltrators: Once a scenario has defined start-           a Regular Task (5+) roll. If successful, the unit
ing positions, this unit, Hero or Commander may            gets 1 miniature back. This cannot take the unit
immediately move 12” in any direction.                     to more miniatures than it started with. (R, H, C)
Inspiring: Your commander is so inspiring, they            Mixed: This unit has a mix of Close Combat and
gain an extra Regular unit for their force. (C)            ranged weapons. The unit gains the benefit of
                                                           both kinds of weapons. For example, a mixed
Invulnerable: A Hero or Commander may re-roll              unit of 6 Spearmen and 6 Crossbows has the
one failed Rally roll. (H, C)                              defensive bonus against cavalry a Spear unit
                                                           has, along with damage inflicted at range that
Killers: Units, Heroes or Commanders may add               crossbows have. However, the unit will only roll
+1 to Wound rolls when Shooting.                           dice equal to the type of combat being fought. In
                                                           the example above, the unit would roll 6 dice for
Large: The members of this unit are bigger than            the Spears in Close Combat, and 6 when Shoot-
most, like elephants or ogres. That makes them             ing. This is a great trait for Pike and Shot units.
an easy target. Enemies shooting at this unit get
a +1 to their roll. However, their immense size            When Wounds are inflicted, the owner of the unit
forces enemies to reroll any Wound results (6 or           must try and spread the casualties between the
better) on the Wound chart. Large units or                 two types as evenly as possible. (R, I, T)
Heroes add +1 to any Wound rolls they deliver in
Close Combat. (R, I, T, H)                                 Mounted: This unit, Hero or Commander is
                                                           mounted. Mounted units get this trait for free.
Lightning Fast: If a Hero is the target of a               This trait is really for infantry units to be able to
successful Shoot action, immediately make a                field mounted or dismounted like dragoons or
Hard Task roll (8+). If successful, the shots miss.        mounted infantry types.
(H)
                                                           Natural Weapons: This unit or Hero has claws,
Loads of Ammo: Ignore first Low Ammo roll of               fangs or horns to receive a +1 to Close Combat
the game. (R, H, C)                                        rolls. (I,T,H)
Loyal: When this unit, Hero or Commander is                Nerves of Steel: Ignore one Shock result each
forced to Regroup, instead remove enough                   time wound results are rolled for this unit, Hero or
Shock markers to equal remaining miniatures                Commander. For example, if a unit takes 2
left, or Wounds in the case of Heroes or Com-              Wounds and 2 Shock from shooting, reduce it to
manders, as long as another unit from its com-             2 Wounds and 1 Shock. (R, H, C)
mand is still on the table.
                                                           Poison/Venom (only for the truly dastardly): The
Lucky: A Hero may re-roll any die roll once a              trait is presented more for fantasy or to represent
turn. (H)                                                  chemical weapons. If a unit causes at least one
                                                           wound in Close Combat, roll once on the Wound
Master: This Hero rolls twice the amount of dice           chart at the end of every turn for the poisoned
in Close Combat and picks the best results. In             target. They can only be “healed” by a Queen of
Close combat, Heroes roll a number of dice                 Hearts. If more 1s are rolled than hits in Close
equal to their remaining wounds. A Hero with the           Combat, the unit (or individual) is out of poison
Master trait with 3 wounds would roll 6 dice in            for the rest of the game.
Close Combat and choose the best 3 results,
ignoring the other 3 dice. (H)                             Quick: This unit, Hero or Commander adds +2”
                                                           on each Move Action.
                                                      23
Ranged Fighters: Unit has a d12 when it comes           Squad Support: A unit may give one of the
to Shoot actions, but a d8 for Close Combat. The        members a Squad Support weapon or missile
d12 is used to for Shooting Wound rolls, while          launcher. (R, I)
the d8 is used for Close Combat Wounds. Only
one unit in your command can be Ranged Fight-           Steady: This unit, Hero or Commander ignores
ers and they cannot also have the Green trait           Shock penalties when Shooting. (R, H, C)
(see Negative Traits, below).
                                                        Stealthy: A unit, Hero or Command is good at
Rangers: Units, Heroes and Commanders with              using every fold in the field or bit of cover. This
this trait Ignore terrain penalties for movement.       gives them a -1 to be hit if the target of Shooting.
Sixth Sense: A Hero with this trait can force an        Swordsman, or Handy with a Bayonet: This
enemy to re-roll any Shooting rolls action against      unit, Hero or Commander are particularly well
him or her once a turn. (H)                             trained or armed for close combat and receive a
                                                        +1 to Close Combat rolls.
Slippery: If targeted by a Charge, the unit or
Hero may try to make an out of sequence Regu-           Thunderous Charge: A unit, Hero or Command-
lar (5+) Task roll. If successful, this unit or Hero    er adds an additional +1 to Close Combat roll if
can fall back a full move before the enemy              they are the attacker.
contacts. In addition, unit may first make a Shoot
action with half dice. If the enemy is able to          Tough as Nails: A Hero or Commander has 4
contact after this move, fight as usual. This is        Wounds instead of the standard 3. (H, C)
great trait to represent Light Cavalry. (I, T, H)
                                                        2 Fisted: A Hero can roll a Close Combat die for
Skirmishers: This unit can use the Maneuver             every opponent he or she is facing in Close
action with no penalty to Shooting. They cannot,        Combat instead of just their current number of
however, use the Form Up action or be in Close          Wounds. They still have a penalty to the die roll
Order.                                                  for Shock, unless they have another trait that
                                                        offset this. For example, a hero engaging a unit
Small: The members of this unit are physically          of 5 enemies would roll 5 dice minus any Shock
small. Enemies attacking this unit have a -1 to         he has. (H)
their roll. However, their small size lets enemies
reroll any Shock results (1-5) on the Wound             Two Guns: A Hero can roll a Shoot die for every
chart.                                                  opponent he or she is Shooting at instead of just
                                                        their current number of Wounds. They still have a
Smart: This Unit, Hero or Commander has a +1            penalty to the die roll for Shock, unless they have
to all Task rolls.                                      another trait that offset this. For example, a hero
                                                        shooting at a unit of 5 enemies would roll 5 dice
Snipers: A unit, Hero or Commander may re-roll          minus any Shock he has. (H)
missed Shoot dice. Limit to one unit a command.
                                                        Unstoppable: Once per turn, if this unit or Hero
Solid as a Rock: This unit, Hero or Commander           wins a Close Combat, they may immediately
is never forced back or moved in Close Combat.          engage another enemy up to one single move
Unless you are forced to Regroup, attacker will         action away, or enemy they have already
be forced back a move after combat. (R, H, C)           engaged with. Cavalry already have this ability,
                                                        but this trait allows them a bonus attack if the last
Soulless: This unit or Hero has no fear (or is          was successful. Infantry can’t normally attack
incapable of it). Shooting at them gives the            after a Close Combat. This trait allows them to.
enemy a +1 to their rolls, but this unit or Hero
ignores any Shock results on the Wound chart.           Veterans: A Veteran unit, Hero or Commander
This trait is perfect for undead or robots. (R, I, T,   uses 12-sided-dice (d12) for all rolls. There can
H)                                                      only be one of these units and one individual per
                                                        command.
                                                   24
                                          NEGATIVE TRAITS
When building a unit, you can elect to take a                 (N) Slow: -1” to movement Actions
Negative (N) Trait in order to gain another
positive trait. This can only be done once.                   (N) Unlucky: Each enemy unit may re-roll any
                                                              die roll against this unit once a turn.
(N) Brittle- Enemies add +1 to Wound Rolls.
                                                              (N) Understrength: Unit starts the game with
(N) Don’t like it up at ‘em: -1 to all Close                  d8/2 rounded up less miniatures. You can “heal”
Combat rolls.                                                 during the game as usual with a Queen of Hearts
                                                              to bring them to full strength.
(N) Green troops: Unit uses a d8 for all rolls.
                                                              (N) Yellow Bellies: You must roll a 5+ before
(N) Gun-shy: Unit has a -1 to Wound rolls made                engaging in Close Combat.
against opponents when shooting.
                                                                                  “Let’s build a unit with a Nega-
(N) Heavy Triggers: When a Low on Ammo                                            tive trait. It’s time to build Leon-
result is rolled, roll again. On a “1, 2 or 3” unit is                            ardo’s Birdmen Archers. We'll
completely out of ammo for the rest of the game.                                  start with the Flier trait. They
No Shooting. Playing a 6 card doesn’t change                                      wouldn’t be much of birdmen
this.                                                                             without it!
                                                              To give them another trait, we’ll have to give this
(N) Poor shots: Missed that part of the training:             unit a Negative trait. Since these archers like to
-1 to shoot dice                                              stay above the fray, it’s only fitting we give them
                                                              the Don’t like it up at ‘em. In return, we can give
(N) Poorly armed: Long range weapons fire with                them another trait. Deadeye seems like good
1/2 dice (rounded up).                                        trait for archers.”
  Traits from any of the Fistful of Lead supplements, not covered here, can be easily added
  to this list. Just make sure your opponents are aware of any changes.
. Traits are a way to add flavor to your units as well as tell a story. Are your troops Deter-
  mined because they are grizzled veterans or crazed zealots? Are they Killers because of
  training or special ammunition? The story is up to you.
For the most part, members of a unit will be                  Giving your American Revolution troops assault
armed the same. However, some traits like                     rifles isn’t going to get you a lot of friends to play
Mixed or Squad Support allow some members to                  with. Unless, of course, you’re playing an alter-
have a different weapon. When a unit takes                    nate reality game in which Ben Franklin invents
Shock and reduces the number of dice that can                 some steam powered repeaters to bring down
be rolled, the owning player can decide which                 those pesky British airships.
miniatures and their weapons are used. For
example, a unit with 4 rifles and a Squad support             It’s not necessary to list every weapon a unit may
weapon has 3 shock. The player decides the 3                  carry, just their primary. With a unit of pikemen,
shock are on the riflemen.                                    the pikes would be the weapon that effects the
                                                              unit’s performance even though they might carry
When deciding how to equip your troops, its best              swords as well, but you can only use one.
to look at history, or at least your favorite movie
for inspiration.                                              At the end of the rules are a few pages of exam-
                                                              ple troops we’ve put together to get you started.
                                                         25
                                COMMANDERS AND HEROES
Players should elect to create an overall com-                                   “Scott uses a card to activate
mander for their forces. This can be a single                                    his Commander. The Com-
model (or model with staff). We use a method                                     mander is within a 5” standard
similar to creating a Leader in the standard                                     move of a unit of lancers. Even
Fistful of Lead rules. This means they can                                       though he himself isn’t a mount-
choose 3 Traits from the Traits above.                                           ed figure he takes on the unit’s
                                                                                 movement rate.
During the turn the Commander or Hero is dealt               Let’s assume they have a mount for the boss.
their own card which they will activate just as a            Later in the same turn, the lancers activate. The
unit.                                                        attached Commander moves along with them.
                                                             The lancers Charge an enemy unit. In the ensu-
Commanders                                                   ing brawl, the lancers get to use the Command-
An unattached (see below) Commander gives a                  er’s Killer trait and get +1 to all their Wound rolls
+1 to any unit Rally rolls within 12”. When a com-           as well rerolling their missed Close Combat
mander activates they can make any of the stan-              because the Commander is attached.
dard actions. In addition, choose one of the
following:                                                   The next turn, his work done, the Commander
                                                             detaches from the lancers on his activation. A
• Remove 1 Shock marker from any unit within                 nearby unit is within his standard move, but he
12”. This does not require a roll but uses the               can’t detach, and re-attach to another unit in the
Commanders action.                                           same turn.”
For purposes of Shooting and Close Combat,                   Attaching a Commander or Hero to a unit at
Commanders only have one die. However, they                  the right time can turn the tide of a battle, but
count as having 3 Wounds, unless they have trait             knowing when is the key to the game.
that modifies this.
                                                        26
Targeting Commanders and Heroes                               If a Commander is put Out of Action by loss of all
A Commander or Hero can only be the target of                 wounds, all units in his command receive a
Shooting or a Charge if they are more than 6”                 Shock Marker. This may force a unit to Regroup.
away from a friendly unit. If targeted, and within
6” of a friendly unit, a Commander will automati-             If a unit takes any Wounds (casualties) while a
cally move to the safety of the closest unit and              Hero or Commander is attached, you must check
attach.                                                       to see if they are hit. If a unit takes at least 1
                                                              casualty (not Shock) roll a d10. Subtract 1 from
If farther away than 6” the Commander or Hero is              the die for each Wound inflicted in the attack. If
an eligible target. If not outright put out of action,        the result is 0 or below, the attached Hero or
a Commander or Hero will be forced to Regroup                 Commander is hit. Reduce their remaining
if their Shock markers become more than their                 wounds by 1. If this reduces them to zero, they
remaining wounds.                                             are Out of Action and removed from play.
                                            UNIT LEADERS
What follows is optional, but adds a little added             19-21 Truly Ugly- Not much to look at, but no
enjoyment. You can include Leaders to each                    other discernible capabilities.
unit. This can add, subtract or not change
anything about your unit. Each unit has a Leader              22-24 Coward- The first time his unit takes a
with a trait that affects the unit they are part of.          casualty, roll d10: 6+ he deserts his unit.
They count as one of the figures that make up a
unit instead of an extra miniature and unlike                 25-27 Near sighted- No shooting beyond short
Heroes or Commanders are permanently                          range.
attached.
                                                              28-30 Drill master- Unit Shooting rolls at +1.
Before the game, roll d100. This means rolling
two 10-sided-dice. One counts as the tens (the                31-33 Sprinter- Unit moves +1” when moving.
first number) and the other as the Ones (second               +2” At the Double.
number). A roll of “00” would be read as “100”.
                                                              34-36 Drunkard- Roll before the game. Odds
01-03 Complete Dullard- -1 to all Rally, Shoot-               he’s liquored up and all unit rolls are at a -1. Even
ing and Close Combat by unit.                                 rolls they get a +1. This state can be removed by
                                                              using the Queen of Hearts special card.
04-06 Handsome Bloke- Good looking fellow
but no other discernible capabilities.                        37-39 Well connected- Unit gets an extra Trait
                                                              or upgrade to weapons.
07-09 Bit of the Consumption- His unit may not
move At the Double.                                           40-42 Crack shot- Reroll one shoot die.
10-12 Weakling- Do not count his miniature in                 43-45 Shirker- His unit won’t Shoot or Close
Close Combat when his unit fights.                            Combat unless his unit is shot at or charged.
13-15 Lilly Livered- His unit must maneuver in                46-48 Bullet Magnet- He is Out of Action on a
such a way to stay out of enemy charge range                  Leader casualty roll of 0, 1 or 2. See Leader
when possible.                                                Casualties, below.
16-18 Untested- Roll before the game, 1-5: unit               49-51 Pleasant Fellow- Nice chap but no char-
fights as Militia, 6-9 fight as d10, 10 use a d12             acter in battle.
he’s a God Among Men (see below).
                                                         27
52-53 Poor Planner- After each Shoot or                    Leader Casualties
Concentrated Fire that ends up with a Low on               Similar to the procedure for attached Heroes and
Ammo result, roll a die. On a “1’” the unit is com-        Commanders, if a unit takes at least 1 casualty
pletely out of Ammo for the rest of the game.              (not Shock) roll a d10. Subtract 1 from the die for
                                                           each Wound inflicted in the attack. If the result is
54-56 Bit of a Cad- Unit must retreat 2 full               0 or below roll of the chart below:
moves when losing a Close Combat.
                                                           Leader Casualty Chart
57-59 Stalwart- +1 to Rally rolls.                         1-5: “Just grazed me!” Unit takes an additional
                                                           Shock marker
60-62 Lucky- His unit may reroll a throw of the
dice once a turn.                                          6-8: “Wounded!” Leader has taken a wound
                                                           and moved to the rear. Unit loses any abilities
63-71 Fine Fellow- Nothing more, nothing less.             (traits) granted by the Leader. If the unit is forced
                                                           to Regroup, roll d10. 1-5: Leader remains Out of
72-75 Yellow- His unit will only shoot at enemies          Action. 6-10: Leader can join the unit to fight
when possible and cannot willingly contact an              again.
enemy.
                                                           9-10: “Most definitely dead”. Unit loses any
76-78 True Gentleman- His unit will not charge             abilities (traits) granted by the Leader.
or shoot a unit with Shock if another unshaken
unit is within range. This ignores the usual Task          The use of Unit Leaders is completely optional,
rule to shoot a unit that is not the closest.              but it is a great way to sneak in an extra trait of
                                                           sorts to a unit.
79-81 Fix Bayonets!- If within Charge range,
unit must Charge to Close Combat                             Design Notes
                                                             These build rules are just guide lines. They
82-84 Swordsman- +1 for unit in Close Combat.                are not set in stone. Players can adapt them
                                                             to fit their view of the troops portrayed.
85-87 Bald- Luckily, he has a sun helmet.
                                                             A good rule of thumb is that if you add some-
88-90 Inspiring- May reroll a Rally roll.                    thing to a unit, try to balance it out with a
                                                             negative. Giving a unit extra armor might
91-94 Brave- Unit ignores the effects of multiple            mean they are slower. Making them better
Shock markers until they reach Regroup level.                shots might mean they aren’t as good in
                                                             Close Combat.
95-97 Master Strategist- If activated on a red
card, unit gets an extra single move or shoot                Most importantly, any changes you make
action                                                       should be discussed with your opponent
                                                             before the game. Remember, this isn’t a
98-100 God Among Men- His unit become                        competition game!
Veterans and he gives them a +1 to Rally rolls
                                                      28
Commanders and Heroes Example
                                            29
                                               VEHICLES
If you want to have vehicles on your battlefield,           Vehicle Movement
they are treated for the most part, just like units.        Vehicles move if much the same way as units,
They will have a movement rate, and a number                with their movement rate based on their size.
of Damage Points which act like wounds or casu-             Small: 10”
alties of units.                                            Medium: 8”
                                                            Large: 6”
The Shoot dice are based on the skill of the                Huge: 4”
gunner manning the weapons, while the Close
Combat dice are based on how rugged the                     Vehicles can make any number of turns during
vehicle is or any antipersonnel weapons they                it’s activation, but some movement modes may
carry.                                                      change this.
In addition, vehicles will come in different sizes:         Terrain can will also affect a vehicle’s movement
Small, Medium, Large and Huge. There will also              rate based on what kind of movement mode it
be a listing if there is additional room for passen-        has, such as Wheeled, Hover, or Tracked. The
gers.                                                       default mode is Wheeled. The rest are Vehicle
                                                            Traits (see below).
Vehicle Activation
Each vehicle is dealt a card just like units are.           Open: Fairly obvious, nothing that would impede
When they activate, they have the similar choic-            movement, open fields or streets. No Deduction.
es as units as to what to do:
Move at the Double- Trying to cover as much                 Difficult: Includes woods, fields full of crops,
ground as possible, giving up the ability to Shoot.         marsh, shallow streams and rubble. Move at Half
Maneuver- Moving and Shooting but at the cost               rate. Wheeled vehicles must make a Bog Check
of accuracy. If a vehicle moves, there’s a -1 to all        as soon as they enter Difficult terrain. See Bog
Shoot rolls.                                                Checks in the Vehicle Task section, below.
Shoot- Sit place and blast away with all weapon
systems.                                                    Impassable: Cliffs, wide and deep rivers. As the
Charge- Trying to overrun a position or ramming             name says, impassable.
another vehicle.
Rally- The crew trying to shake off any Shock               Obstacles: Walls, fences and buildings. If a
they have acquired. If a vehicle has more Shock             vehicle collides with a another vehicle, or obsta-
than remaining damage, the vehicle will                     cle like a big rock or building, the crew will have
Regroup. Under certain circumstances, they may              to make a Collision check (see Collisions,
even Bail.                                                  below). Collisions will likely damage the vehicle
Ready- Wait to see what the enemy will do.                  and crew.
Mount/Dismount- Some vehicles have the
Transport trait allowing them to carry troops.              Roads: Roads don’t provide any bonus for
                                                            movement, but they do provide a bit of Open
You will notice Form Up, Concentrated Fire, Set             terrain to cross areas of rough.
Up Weapon and Complete a Task, are not on the
list. Crews may be asked to make a Task roll
during the course of game, such as making a
bog check, but this is done at the time of the
occurrence.
 Vehicle Sizes- Rather than number of miniatures in a unit, vehicles have sizes that determine how much
 damage they can take, how many weapons and what kind they can carry, as well as how fast they are.
 Small: Scout Vehicles, Mech suits                    Damage points: 2            Move: 10”
 Medium: Transport trucks, Command vehicles.          Damage points: 3            Move: 8”
 Large: Battle Walker, Tanks                          Damage points: 4            Move: 6”
 Huge: Battle Wagons, Heavy Tanks                     Damage points: 6            Move: 4”
                                                       30
Vehicle Shooting                                              Vehicle Close Combat & Collisions
Shooting is handled in much the same way as                   If a vehicle moves to touch another vehicle, a
units, but the number of dice is based on the                 unit or obstacle, a collision might occur.
weapon type instead of number of miniatures.
                                                              Vehicle vs Vehicle- Both vehicles must make an
                                                              immediate Hard Task roll (8+). If a vehicle fails, it
  Sample Weapons                                              bounces 2” away from the other vehicle. The
                            Range           Dice              vehicle rolls on the Vehicle Damage chart (see
  Hvy Machine Gun                                             Damaging Vehicles, below) with a modifier
                            18”/36”          4
  Light Gun                                                   based on the size of the other vehicle:
                            18”/36”          3
  Medium Gun                                                  Small +1
                            24“/48”          4
  Heavy Gun                                                   Medium +2
                            24”/48”          5
                                                              Large +3
                                                              Huge +4
When rolling to Shoot dice, roll each weapon                  Vehicle vs Units- Units roll based on the number
system separately. Some weapons may have                      of miniatures as usual. It’s assumed units are
different effects and ranges. Also remember how               carrying some sort of anti vehicle weapons, or
Low on Ammo works? If a weapon rolls more 1s                  are attacking exposed bits or getting at the crew
than hits, it’s Low on Ammo.                                  through vision slits. Vehicles are never pushed
                                                              back if defeated by units. Unless the vehicle is
Line of Sight                                                 put Out of Action, the unit is forced back after
Measurements are made from the center of the                  combat.
vehicle to the closest part the target vehicle or
closest member of a unit.                                     Vehicles roll a number of dice for Close Combat
                                                              based on their size:
Make sure the target is inside the weapon’s arc.              Small: 2
Draw a line across the appropriate side the                   Medium: 3
weapon is mounted (front, side or rear). Every-               Large: 4
thing in front of this line is within the weapon’s arc        Huge: 5
or fire. Turret mounted weapons can fire in all
directions.                                                   Vehicles hit as Regulars on a 5+ modified, of
                                                              course by the same factors as units.
Shooting at a Vehicle
When shooting at a vehicle, you must declare if               Vehicle vs Obstacles- If a vehicle hits a obsta-
you targeting the vehicle or driver or passengers.            cle or building, roll on the Vehicle Damage chart
                                                              twice with the modifiers above, based on the
If the vehicle has an enclosed crew compartment               vehicle’s own size.
like an armored vehicle, you can’t target the
passengers or driver. If the driver or passengers
are exposed, they are considered to be in Hard
Cover (-2 to Shoot rolls).
                                                         31
Vehicle Damage                                                If a vehicle has more Shock than remaining
Vehicles have Damage Points instead of                        Damage Points AND the vehicle has half (round-
Wounds, but we should think of them just that                 ed down) it’s remaining Damage Points left, the
way. Just like a units, the more damage a vehicle             crew will Bail (see Bailing Out, below).
takes, the less functional it is. It will have a -1 on
it’s movement for every Damage Point it has, as               Just like units, Shock reduces the amount of dice
well as Shock.                                                used when Shooting or Fighting in Close
                                                              Combat. This reduction is for each individual
Roll a die for each hit scored:                               weapon.
                                                         32
Vehicle Armor
Some vehicles may be roaming the battlefield
unarmored: Jeeps, transports, supply vehicles.
These vehicles just follow the rules outlined
above.
                “We’ll look at it from the other            Heavy Armor (2): The vehicle has two levels of
                side. A squad of Germans has a              armor. The Armor roll is (V) 6+. Vehicle must be
                Russian tank in their sights.               Large or Huge.
                They are armed with a Panzer-
                faust. Were giving it an AP3 and            Hover (2): This vehicle can cross Rough terrain
                the Deadly trait.                           (including water) as if Open terrain.
The Germans fire it. A successful hit! The AP3
reduces the Russian’s Armor roll from 6+ to 9+,             Hull Mount (1): Gun mounted on the vehicle
which they fail. But that doesn’t matter. The               takes up one less slot (see Arming your Vehicle,
Germans roll a 10 for their Deadly weapon and               below), but the weapon is fixed forward with a
knock the tank out.”                                        90º arc or fire.
                                                       33
Indirect Fire (1): Vehicle’s gun may use indirect          Determined: The crew ignores Shock penalties
fire as long as it has a spotter, in the form of a         in vehicle vs vehicle or vehicle vs unit Close
friendly unit, Hero or Commander. The target               Combat.
must be more than 12” away.
                                                           Eagle Eyed: Increase weapon short range by 2”
Reinforced Crew Compartment (1): Reduce                    and long range by 4”.
any Shock results by one each attack on vehicle.
                                                           Encouraging: As their action for the turn, the
Stabilizers (1): No minus for Shoot roll when              crew can remove all Shock markers from another
Maneuvering.                                               vehicle within 12“.
Super Heavy Armor (3): Armor roll is (V) 4+.               Indomitable: The crew can remove all Shock
Vehicle must be Huge.                                      markers by spending using entire turn.
Transport (1): The vehicle may carry one unit of           Infiltrators: Once a scenario has defined start-
troops.                                                    ing positions, this vehicle may immediately move
                                                           12” in any direction.
Tracked (0): This vehicle can cross Rough
terrain like it is Open, but can only make one 90º         Killers: Add +1 to Wound/Damage rolls when
turn during movement.                                      Shooting.
Turret (1):Vehicle’s gun may fire in any direction.        Loads of Ammo: Ignore first Low Ammo roll of
                                                           the game.
Walker (1): This vehicle can cross Rough terrain
(except water) as if Open terrain and may ignore           Loyal: When this vehicle forced to Regroup,
movement penalty for crossing obstacles like               instead remove enough Shock markers to equal
walls, if smaller than half the height of the              remaining Damage Points, as long as another
vehicle.                                                   unit from its command is still on the table.
                                                      34
Steady: The crew of this vehicle ignores Shock               Larger weapons, that would be found on military
penalties when Shooting.                                     style vehicles, require more space,
Stealthy: This crew is good at using every fold in           We break these “Big Guns” into three broad cate-
the field or bit of cover. This gives them a -1 to be        gories: Light, Medium and Heavy.
hit if the target of Shooting.
                                                             What you decide to call them is up to you:
Thunderous Charge: This vehicle adds an addi-                Twin-Turbo Laser, Blast Cannon, Melter. They
tional +1 to Close Combat roll if they are the               function the same for purposes of the game.
attacker.
                                                              Gun          Slots      Special Rules
Veterans: A Veteran crew uses 12-sided-dice                   Light          2        AP1
(d12) for all rolls. There can only be one of these           Medium         3        AP2, Burst 3
crews per command.                                            Heavy          4        AP3, Burst 5, +1 DMG
Arming your Vehicles                                         AP1: Armor Piercing rounds that make Armor
The number of weapons a vehicle can carry is                 Rolls one harder (6+ would become 7+)
based on the vehicles size. The size gives you a             AP2: Armor Piercing rounds that make Armor
number of slots that are open for weapons. The               Rolls two harder.
number of slots just happens to coincide with the            AP3: Armor Piercing rounds that make Armor
number of hits a vehicle can take.                           Rolls three harder.
                                                             Blast 3/5: Use the 3“ or 5” Blast template.
Small: 2                                                     +1 DMG: Add +1 to the Wound or Vehicle
Medium: 3                                                    Damage roll
Large: 4
Huge: 6                                                      This is a very basic list of guns, but it should get
Heavy weapons like Machine Guns, Heavy                       you started. When designing your own weapons
Lasers and Blasters, that would normally require             beyond what’s provided here, a good rule is to
a Crew, can be mounted on most vehicles. On                  add a negative whenever you add a positive. For
Armored Vehicles they take up 0 slots for up to              instance, if you make a gun a Deadly, maybe it
2 weapons, but 2 slots for each additional                   requires a Reload between shots.
weapon or for non Armored vehicle.
 Vehicles in Bigger Battles are single transports or weapon platforms. They generally have crews
 of more than one. If you want to use things like groups of hover bikes, it’s better to build them as
 units using the Mounted trait. A list of different generic vehicles are in the back of this book. When
 building your force, you can replace units for vehicles. A Small Vehicle: 1 unit, Medium Vehicle: 2
 Units, Large Vehicle: 3 Units and a Huge Vehicle: 4 units.
                                                        35
                                     BEASTS & MONSTERS
Large beasts or mystical monsters can easily be             Instead of one large monster, you can field
added to your forces. They can be built just like           groups of beasts. It’s simply a matter of keeping
you build a unit, with traits used to better define         track of Wounds on each creature.
the creature. Any trait that applies to units can be
                                                                             “Our general wants to field a
used.
                                                                             unit of Minotaurs for his mythi-
                                                                             cal Greek force. Instead of 12
Instead of individual miniatures determining the
                                                                             individual    miniatures,    he
size of a unit, beasts have Wounds. All the same
                                                                             decides to use 4 big brutes,
rules apply to beasts as units. They take Shock
                                                                             each with 3 Wounds.
and Wounds and can be forced to Regroup if the
number of Shock exceeds its remaining wounds.               The Minotaurs are hit by Shooting and suffer 2
                                                            Wounds. Two Wound markers are placed next to
  Dragon                                                    one of the Minotaurs. They attack in Close
  Wounds: 12                                                Combat a few turns later and fight with 10 dice
  Shoot: d10
lose              Close Combat: d10                         (that’s the number of Wounds they have remain-
  Traits: Armored, Flier, Large,Thunderous                  ing). They win the Combat but lose 2 more
  Charge                                                    Wounds. The Greek player removes one of the
  Weapons: Breath (Flame Thrower)                           Minotaurs along with one of the Wound markers.
                                                            The other Wound marker is moved to another
                 “Let’s look at our Dragon above.           Minotaur.”
                 The beastie fights as 12-man
                 unit, that can fly, has armor and          By thinking of Wounds like you would members
                 gets a +1 when Charging.                   of a unit, you can make all kinds of creatures of
                 Sounds like a Dragon to me.                different sizes. You can make one large creature
                 When it attacks, it rolls as many          of 10-12 Wounds, two creatures of 6 Wounds,
dice as it has Wounds remaining.”                           three of 4 Wounds, etc.
Beasts fight as Irregulars, hitting in Close                For squad level (5-6 man) units, you can make
Combat and Rallying on a 6 or more. They                    beasts or creatures that fit the level of the game.
may only take Traits available to Irregulars and            Imagine a WW2 era German squad running into
cannot Form Up or Concentrate Fire.                         a 6 Wound Soviet Werebear!
Beasts have 4 traits and can be added to your               Some sample beasties are at the back of this
force in exchange for two units.                            book.
                                                       36
                                                EVENTS
By adding one or both Jokers to the deck, you               Sequenced Events lend themselves to being
can use them to trigger Events in your scenario.            more even to benefit both players. When a Joker
Two Jokers increase the chance of triggering a              is played, look at the first event on the chart.
an Event.                                                   When the next Joker is played, use the second
                                                            Event, etc. Assign one side as Side A and the
When a player uses a Joker to activate a unit, it           other side B.
is treated like an Ace of the lowest suit, so it
always goes last if multiples of that card are              For example:
played. After the player completes his/her activa-          Event Order
tion the Event is triggered, but the Event itself           1- Weather: Sand, fog, rain. Whatever applies to
may be delayed until the end of the turn, as in the         your scenario has reduced visibility to 12”. All
case of reinforcements.                                     ranges for weapons are half.
                                                            2- Weather lifts: Weather conditions applied in
Events should be set up ahead of time and either            the above Event, lift.
be random from a list, or sequenced and follow-             3- Airstrike: Player A can place the 5” Blast
ing a strict order.                                         template over any spot or units on the battlefield.
                                                            Once it is placed, roll a d10. The direction the die
With a Random Event, you can set it up so only              is pointing is where the template scatters and the
the only the player using it benefits or is effected        number on the die is the distance. Roll on the
by the Event.                                               Wound Chart for each miniature under the
                                                            template.
Example-                                                    4- Bombardment- Player B uses the rules for
When a Joker is played roll a d10 on the follow-            Airstrike above, but gets three, 3” templates to
ing table:                                                  place.
Roll     Event                                              5- Reinforcements!: Player A gets one Regular
1-2      Shortcut!: One of your units can make              unit that enters on his/her baseline. They will
         one bonus single move even if they have            available at the beginning of the following turn.
         already activated. This move cannot put            6- Reinforcements!: Player B gets one Regular
         them into Close Combat.                            unit that enters on his/her baseline. They will
3-4      Straggler: One of your units regains 1             available at the beginning of the following turn.
         lost casualty.                                     7- Rally!: Player A chooses one unit and removes
5-6      Local intel: Add an extra card to your             all Shock.
         hand next turn.                                    8- Rally!: Player B chooses one unit and
7-8      Where’d this bog come from?: Choose                removes all Shock.
         an enemy unit. It has come across                  And so on...
         terrain that wasn’t on the map. They
         can’t move on their next activation.                                 “These are just a few examples.
9-10     Reinforcements!: One friendly Regular                                Making Event tables for your
         Unit enters on your baseline. They will                              specific scenario can really add
         available at the beginning of the follow                             flavor to your game. Obviously,
         ing turn.                                                            airstrikes aren’t going to occur
                                                                              in a Roman vs Celts game.
This can lead to a one sided game if one player                               You’ll have to adjust to fit your
is lucky in the deal unless you weigh the Random                              game.
Events to even the them out by adding in some
negative Events.
                                                       37
                                   Sample Units & Vehicles
Here are some examples of units and vehicles.               Heavy Cavalry- R(6-8)
This is by no means a comprehensive list, nor               Traits: Armored, Thunderous Charge or Fero-
should it be seen as a strict historical guideline.         cious
Feel free to adjust to your liking based on your            Lance or Spear, sometimes Bows
own research or favorite movie.                             These cavalry wear armor and occasionally their
                                                            horses, too.
We’ve broken them down into periods and given
a few examples. After the unit type name is their           Medium Cavalry- R,I,T(6-10)
class: Regular, Irregular or Tribal (R,I or T). Then        Traits: Brawlers, Flurry of Blows
the suggested unit size.                                    Hand Weapons, Spears or Throwing Spears
                                                            Medium cavalry makes up the majority of
Some early units may not have a ranged attack.              mounted forces at this time.
                                                       38
Infantry Archers- R(10-12)                                 Light Infantry- R,I(10-12)
Traits: Ranged Fighters, Eagle Eyed                        Traits: Rangers, Skirmishers, or Snipers
Warbows 12”/24”                                            Muskets, Rifled Muskets
These represent trained archers used to deliver-           Agile troops capable of fighting in looser, more
ing massed volleys: English Longbowmen or                  open formation. By the end of this period, most
Elven archers.                                             troops would be considered Light Infantry. To
                                                           represent Dragoons, give them the Mounted
Warband- R,I,T (10-12)                                     trait.
Traits: Bloodthirsty, Brutes
Hand Weapons, Spears or Throwing Spears                    Heavy Infantry- R(10-12)
Shields                                                    Traits: Indomitable,Thunderous Charge, Veter-
Hordes of hairy barbarians or Orcs.                        ans
                                                           Muskets, Rifled Muskets
Phalanx Pikes- R(10-12)                                    Grenadiers, Highlanders, the elite Guard
Traits: Armored, Solid as a Rock
PIkes, Shields                                             Skirmishers- R,I,T(10-12)
                                                           Traits: Rangers, Skirmishers, or Slippery
Heavy Infantry w/ 2 Handed Weapons- R,I,T                  Muskets, Rifled Muskets
(10-12)                                                    Everything from dedicated skirmish troops to
Traits: Brawlers, Ferocious, Thunderous Charge             native woodsmen.
2 Handed Weapons
Huscarls, whether Saxon or Dwarf, possibly                 Native- I,T(12-16)
Samurai                                                    Traits: Brutes, Ferocious, Rangers or Thunder-
                                                           ous Charge
Small Bolt Thrower- R(1)                                   Muskets, Hand Weapons, Thrown Spears
Traits: Deadeyes, Eagleyed, Loads of Ammo or               Any tribal troops that only fight in open forma-
Steady                                                     tion. They can be armed with a variety of
Bolt Thrower 3 Crew                                        weapons.
Use stats for Light Field Gun but ignore rerolls
at Short range.                                            Heavy Cavalry- R(6-8)
                                                           Traits: Brawler, Determined, Thunderous
Medium Artillery- R(1)                                     Charge, Unstoppable
Traits: Deadeyes, Eagle Eyed, Loads of Ammo                Hand Weapons, possibly Carbines (8”/16”)
or Steady                                                  Big men on big horses. They charge in close
Bolt Thrower 4 Crew                                        formation, relying on shock of impact to win the
These would include small catapults and early              day.
guns. Anything larger would only be used for
sieges. Use stats for Medium Field Gun but                 Light Cavalry- R,I,T(6-8 or 8-10)
catapults cannot target anything closer than 12”.          Traits: Agile, Slippery
                                                           Lances, Hand Weapons, possibly Carbines
Age of Gunpowder to Early Modern                           (8”/16”)
                                                           We are classing most cavalry as Light. These
Line Infantry- R(10-12)                                    could be Lancers, dragoons, or native horse-
Traits: Deadeye, Killers, Indomitable, or Steady           men. Early dragoons that dismount to fight are
Muskets                                                    better represented by Infantry with the Mounted
The majority of troops for this period, fighting in        trait.
lines to maximize firepower. To represent newly
raised troops or militia, give them the Green              Artillery- R(1)
trait, or make them Veterans to make them                  Traits: Deadeyes, Eagle Eyed, Loads of Ammo
grizzled grognards.                                        or Steady
                                                           Use Light or Medium Field Gun
                                                      39
Modern                                               Armored Transport- Size (Medium)
The size of modern squads varies by nationality      Traits: Armor v(8+), Fast, Transport (optional:
and period. We have listed a few, but players will   Tracked)
need to be flexible and adjust squad size accord-    2 Machine Guns
ingly.
                                                     Ultra Modern
To cover every possibility, especially with Tanks    Special Forces- R(5)
and vehicles, would be a whole book in itself, so    Traits: Squad Support, Deadeyes, Determined or
we are painting with a very broad brush here.        Steady, Veteran
How you decide to assign traits makes the differ-    4 Assault Rifles, Light MG (Squad Support 3)
ence between a Sherman and a Panther.                This would cover most of elite forces around the
                                                     world. Add a Missile Launcher if facing enemy
WW2                                                  armor.
Infantry Squad- R(5)
Traits: Deadeyes, Green, Squad Support,              Peace Keeping Forces- R(5)
Steady, or Veteran                                   Traits: Squad Support, Coolheaded
3 Rifles, 1 SMG, Light MG (Squad Support 2           4 Assault Rifles, Light MG (Squad Support 3)
Dice fro BAR and Bren, 3 Dice for MG42).
You can make them Tank Hunters by adding             Mercenaries- R(5)
(Missile Launcher). Some Nationalities will also     Traits: Squad Support, Deadeyes, Steady, or
have Assault rifles available for Late War.          Veteran
Save the Veteran trait for battle hardened troops    4 Assault Rifles, Light MG (Squad Support 3)
like Paratroopers, Commandos and Waffen SS.
Green troops would be new recruits or Volk-          Local Militia or Insurgents- I(8-10)
strum.                                               Traits: Agile, Green, Infiltrators, Quick or Rang-
                                                     ers
Machine Gun Team- R(3)                               5 Assault Rifles, Missile Launcher
Traits: Deadeyes, Eagle Eyed, Steady, or             Insurgents have home field advantage, that’s
Veteran                                              why the list of possible traits gives them the
Machine Gun                                          ability to move faster or use terrain to their
                                                     advantage. Making them Green gives you a
Anti Tank Guns- R(4)                                 chance to field more of them.
Traits: Deadeyes, Eagle Eyed, Steady, or
Veteran                                              Armored Vehicles Size (Medium)
Medium Field Gun                                     Traits: Armor v(8+), Fast, Reinforced Crew
                                                     Compartment or Amphibious
Medium Tank- Size (Medium)                           2 Machine Guns or an MG and Missile Launch-
Traits: Vehicle trait of choice, Armor v(8+),        er
Tracks, Turret & Crew Traits
Medium Gun & 2 Machine Guns                          Militia Trucks- Size (Small)
                                                     Traits: Fast, Transport
Heavy Tank- Size (Large)                             MG and Missile Launcher
Traits: Vehicle trait of choice, Heavy Armor
v(6+), Tracks, Turret & Crew Traits
Heavy Gun & 2 Machine Guns
                                                 40
SciFi
                                                  41
Dwarf Cannon- R(1)                                   Beasts
Traits: Deadeyes, Loads of Ammo
Medium Field Gun                                     Dragon- Wounds: 12
                                                     Traits: Armored, Flier, Large,Thunderous
Elf Cavalry- R(6-8)                                  Charge
Traits: Armored, Thunderous Charge or Fero-          Weapons: Breath (Flame Thrower)
cious
Lance                                                Giant- Wounds: 12
                                                     Traits: Ferocious, Flurry of Blows, Large,Solid
Elf Longbows- R(10-12)                               as a Rock
Traits: Ranged Fighters, Eagle Eyed                  Weapons: Hand Weapon, Thrown Rocks
Warbows 12”/24”                                      12”/24”
Wizard- Hero
Traits: Encouraging, Two Guns, Veteran
Wizard’s Staff (treat as Flame Thrower)
                                                42
UNIT                       #                   COMMANDER
                           TYPE
  UNIT TRAITS                                   TRAITS
 LEADER:
 ABILITY:
WEAPONS WEAPONS
UNIT                       #                   UNIT                              #
                           TYPE                                                  TYPE
  UNIT TRAITS                                   UNIT TRAITS
 LEADER:                                       LEADER:
 ABILITY:                                      ABILITY:
WEAPONS WEAPONS
MOVE
                                                         CC
       UNIT TRAITS
WEAPONS
WEAPONS WEAPONS
                                                              DAMAGE:
          SHOOT
CC
                                                                         SHOOT
                                 MOVE
CC
                                                                                                MOVE
CREW:
                                                              CREW:
                                        WEAPONS
                                                                                                       WEAPONS
           VEHICLE TRAITS
                                                                          VEHICLE TRAITS
                                        CREW TRAITS
                                                                                                       CREW TRAITS
VEHICLE
VEHICLE
VEHICLE                                                       DAMAGE:
                                                              CREW:
                                                              SHOOT                               Feel free to copy this page
    VEHICLE TRAITS
                                                                                                    to create your Units.
                                                                        CC
MOVE
            A
                                2
The Set Up                                                                                                  B
There are 3 Objectives: A, the high ground. B,
the bridge. C, the ruins. There is a fordable                X
(difficult terrain) river that crosses the table.
                                                                              Y
There is a hill and scattered woods. The rest of
the table can have crops or fields, but nothing             The Set Up
that impedes movement.                                      Side 1, the defenders, can set up anywhere
                                                            behind the line between A and B shown on the
Side 1 enters anywhere within 6” of the road                map, above. This line runs along the hill and
marked “1”. This restricted set up zone may force           woods.
games with multiple players to start off the table,
entering each turn after the first. Side 2 enters,          Side 2 enters at points X and Y along the road.
with the same restrictions, at “2”.                         The majority of the rest of the battlefield is open
                                                            with a few small woods. It may contain crops or
Forces                                                      fields, but nothing that impedes movement.
Both sides should have their forces built using
the standard build rules.                                   Forces
                                                            Side 2 should double Side 1’s forces.
Special Rules
At the end of each turn, a Side gains a Victory             Special Rules
Point for each Objective they control. To control           Put a Joker in the deck. It is used just like an Ace,
an Objective, a unit (not Hero, Commander or                but at the end of the turn it is played. Side 1 gets
Vehicle) must be on the Objective with no enemy             reinforcements in the form of a unit entering at Z.
units within a single move distance for that unit to
the unit holding the Objective.                             Victory
                                                            Side B must get half or more of its starting units
Victory                                                     (not Heroes or Commanders) off the table at Z
At the end of turn 8, roll a 10-sided-die. Add the          before the game ends. At the end of turn 8, roll a
result to the last turn number played. If the total         10-sided-die. Add the result to the last turn
is 15 or more, darkness has halted the battle for           number played. If the total is 15 or more, the rest
the night.                                                  of Side 1’s army approaches and the game ends.
                                                       45
Scenario 3- Breakout
2 - 6 Players                                                                                               A
6’ x 4’ Playing Area, larger if more players
A C B
                                                             Forces
                                                             Side 2 should outnumber Side 1 by about 50%
                                                             more forces.
                   D                                         Special Rules
                                                             Side 1 doesn’t place their forces on the table.
The Set Up                                                   Instead, they should mark on a map of the table
Side 1 sets up anywhere within the dotted box in             where each unit is. This is anywhere west of the
the map above. Side 2 Enters from A, B, C and                dotted line on the map above.
D. The River is impassable except at the bridge.
A small village sits at the cross roads. A few hills         Units will be revealed when:
and woods can be added to the otherwise open                 - an enemy comes within 12”.
terrain.                                                     - the player reveals the unit by doing anything
                                                             other than the “Ready” action with them.
Forces
Both sides have equal forces, but Side 2 must                Victory
split it’s forces as evenly as possible between the          Side 1 wins if they can destroy more than half of
4 entry points.                                              Side 2’s units. Side 2 must exit off the western
                                                             edge of the table with more than half its forces.
Special Rules
Side 1 must set up first. Side 2 then sets ups.              Scenario 4- Hold for Reinforcements
There is no turn limit on this scenario.                     2 - 6 Players
                                                             6’ x 4’ Playing Area, larger if more players
Victory
Side 1 must try and get half or more of its units off        Side 1 is holding the highground but with only
the table at D.                                              half its forces. Can they hold out until reinforce-
                                                             ments arrive.
Scenario 4- Seek and Destroy
2 - 6 Players
6’ x 4’ Playing Area, larger if more players                  A
                                                                                                             X
Side 2 Has been tasked with clearing Side 1 from
the countryside. They just have to find them first.
The Set Up                                                                                     B
The table is crisscrossed with roads, small
woods, walls, fences, hills and buildings. Side 2
starts on any or all roads along the east side of                                                            Y
the table. Side 1 does not set up on the table
immediately (see Special Rules, below).
                                                        46
The Set Up                                                   Special Rules
The table has a main road that crosses the table             Side 1 has had time to dig in. They can have field
east-west. A long hill dominates the eastern third           fortifications that count as Heavy Cover for up to
of table. A town sits at the northwest corner but            half their forces.
the rest of the battlefield is fairly open with a few
woods and small hills.                                       Victory
                                                             At the end of turn 8, roll a 10-sided-die. Add the
Forces                                                       result to the last turn number played. If the total
Side 1 puts half it’s forces on the hill at B. The           is 15 or more, the battle ends and whoever holds
rest of Side 1’s forces start at the town A.                 the hill is the victor.
Q&A
Do I shuffle after every turn?                               Commanders and Heroes can attach to units,
Yes. Gather all the cards, discards and unused               can they attach to each other?
deck, and shuffle together before every turn. This           No.
is so each turn there a chance for players to get
a Special Card, as well as when playing with an              If I attach my Hero to a unit, do they get his
Event Joker card.                                            traits?
                                                             No. Units gaining traits only applies to attached
Do Veterans use a 12-sided-die for all rolls?                Commanders. While a Hero in attached to a unit,
Yes. Vets use d12s for shooting, Close Combat,               they do get to use whatever dice he/she has
Wound and Task rolls and Rallys. This makes                  available towards Shooting and Close Combat.
them very dangerous. That’s why we limit them.               The attached Hero still benefits from any traits he
Conversely, Green troops use d8s for all rolls.              or she may have.
This makes hitting anything at long range in
cover impossible, as well as making it very tough            For example: If a unit of 8 with an attached Hero
to Wound or Rally.                                           with the “Two Fisted” trait, Charges a enemy unit
                                                             of 10, the unit would roll it’s 8 dice plus the 10
Traits like “Ranged Fighters” use a d12 for                  granted by the Hero.
Shooting, and d8s for Close Combat, but use the
standard d10 for everything else.                            Can I arm a unit with nothing but Flamethrow-
                                                             ers?
If my unit is forced to Regroup but has friend-              You certainly can, but no one will probably want
ly troops in the way of their fall back move,                to play with you. Weapons like Flamethrowers
what happens?                                                and shotguns should really be for Heroes or, if
Because a Unit that is forced to Regroup has                 part of a unit, carried by one member. They can
Shock (panic stricken) when it moves through its             be casualties just like unit Leaders.
own troops, those troops it moves through gain a
Shock marker.                                                Bigger Battles, like all Fistful of Lead games, is
                                                             unapologetically not for power gamers or min/-
Regrouping Commanders and Heroes cause                       maxers. Look to history, literature or your favorite
Shock to friendly units they fall back through to            movie when deciding to equip your units.
Regroup. Seeing your fearless leader run past
you towards the rear can be very disconcerting.
                                                        47
                                        BIGGER BATTLES!
 TURN SEQUENCE                                           CLOSE COMBAT
 1- Shuffle & deal one card to each player for
    each unit, Hero and Commander                         Both sides, attacker and defender, roll a d10 (or d8
 2- Activate Units                                        for Green or just bad troops, d12 for Veteran troops)
                                                          for each model (or stand if using those) in the unit.
                                                          To Hit
                                                          Regulars hit on 5+ Irregulars 6+ Tribal 4+
                                                          Close Combat Modifiers to the Die Roll:
ACTIONS                                                   Remove a die for each Shock marker
Move at the Double        Rally                           +1 to roll if Attacker
Maneuver                  Ready                           +1 if in Close Order
Shoot                     Mount/Dismount                  +1 to roll if unit has a friendly unit within 3”. This
Form Up                   Setting up a Crewed             bonus is only once no matter how many friend-
Concentrated Fire          Weapon                         lies in range.
Charge                    Complete a Task                 +1 Defending an obstacle or fortified area
                                                          Reroll misses if fighting a Close Order unit in the
MOVEMENT MODIFIERS                                        flank.
SHOCK: -1” of movement per Shock marker a                 • If more 1s are rolled than hits, whether they are
unit has                                                  considered the winner of the combat or not, the
DIFFICULT TERRAIN: Half rate.                             unit retreats 1 move immediately and adds a
OBSTACLES: -1” for low walls and fences, full             Shock marker.
action for high walls                                    WOUNDING
UP / DOWN FLOOR: -3”
                                                          Roll a die for each hit scored:
SHOOTING                                                  Die roll Result
                                                          0 or less         No effect
THE ROLL TO HIT AT SHORT RANGE IS 5+                      1-5               Shock (unit receives a Shock
AT LONG RANGE IS 8+                                                         marker)
Shooting Modifiers to the Die Roll:                       6-8               Wound (remove a miniature
Cover:                                                                      from the unit)
Light Cover -1                                            9+                2 Wounds (remove 2 minia-
Heavy Cover -2                                                              tures from the unit)
Size:                                                     Modifiers to Wounds
Target is Small -1                                        Roll half the dice (rounded up) of hits if:
Target is Large +1                                        Open Order Foot fighting Horse in Close
Shock:                                                    Combat.
Remove a die for each Shock marker                        Attacking units defending in hard cover in Close
Actions:                                                  Combat.
+1 for Aimed Fire                                         Foot Shooting at Mounted
-1 if unit Maneuvered
Other:                                                   RALLY
+/- for any traits
½ the number of dice (rounded up) if Low on               Regulars or Gun crews: 5+ Irregulars: 6+
   Ammo                                                                     Tribal: 7+
-1 Shooting at gun crews, Heroes or Com-                  Modify this roll:
     manders                                              -1 if Leader is Out of Action
+1 Artillery or Crewed weapon shooting at a               Unit Traits: +/-
     Close Order unit                                     If all Shock markers are removed on this roll, the unit
* If more 1s are rolled than hits, the unit is Low        may either make one Move or one Shoot action. If all of
on Ammo.                                                  the Shock markers aren’t removed, the unit’s activation
                                                          is over.
             Queen of Spades- Remove all Shock                7cards- Reroll a throw of the dice
             Queen of Hearts- Restore unit strength or Heal   6 cards- Discard Low Ammo status
 SPECIAL       a wound to Hero or Commander                   Deuce- Reroll misses from one throw of the dice
  CARDS      One Eyed Jacks- +1 Shoot rolls                   Aces- Wild
             Other Jacks- +1 to Close Combat rolls
                                                                                                                                       CLOSE
© 2020 Jaye Wiley. All Rights reserved.                                                                SHOCK   SHOCK   WOUND   READY   ORDER
The Quick Reference Sheet, counter sheets & templates may be reproduced for personal use.
No other portions of this booklet may be reproduced in any form
without the prior written consent of the author.
                                                                                            BLAST
                                  5”
                                                                                            TEMPLATE
                                         3”
+1
3”
5”