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The General Rules

The sequence of action followed during each phase.

1 Write down all Intended movement/ action/ firing and fighting for the phase.
2 Move all men.
3 Calculate Firing.
4 Calculate Mêlée.
5 Note men who are shaken in the next phase.

This sequence should be strictly followed to ensure that all the players are in step throughout the
game.

Scales
1 cm represents 1 pace
1 phase represents approximately 5 seconds 1 figure represents 1 man.
Equipment

1 pair of Percentage Dice (20-sided, numbered 0-9 twice; 1 ruler, paper (preferably squared), pens, etc,
to record movement, actions, wounds, and so on.

The Men. For the purposes of the rules there are three types of men:
Veterans
These are the men who have fought in many campaigns and who are experts In the use of their weapons, and In tactics. They
Will usually be the leaders (always so in groups based on proficiency In war, but In some soctetles other factors, e.g. wealth,
social rank, dictate the leaders). They Will be tough fighters, and deadly marksmen.
Averages
These are men With some battle experience, who have gained some knowledge of battle craft and can handle their weapons
reasonably well. The maprlty of men Will remain this type of soldier despite repeated exposure to war.
Novices
These are men with little or no experience of battle, with no real skill in the use of their weapons. They may be young, and
will gain proficiency with experience, and progress to become Averages and even Veterans. On the other hand they may
Simply be Incompetent, clumsy or cowards, and Will never Improve their skill Each man (i.e. Figure) IS given one of these
ratings, and his performance With his weapons In fifing and mêlée IS then conditioned by his type, e.g. a Novice deducts 20
per cent when firing, whilst a Veteran adds ten per cent when mêléeing an Average. These percentage variations are given In
the relevant sections.

Record Sheet
Careful record keeping helps to make
the game run smoothly. The record
sheet can be easily prepared from one-
inch-squared paper, With details
entered as shown in the diagram below.
The character's name, type and weapons
are recorded in the first column. Orders
can be recorded on the back of the sheet.
The squares are then numbered for the
phases of the game, and Intended
actions and/or movement IS entered at
the start of each phase (see 'Sequence of
Action'). During each phase, any
wounds suffered are also recorded
(preferably in a different colour ink, e.g.
red), together with the effect of the
wounds in subsequent phases.
Orders

At the start of the game each side should be given an objective. The Leader should then Issue orders
outlying the role of each man In his force. Men should obey these orders until they are changed. It takes
one phase to Issue a new order.

Movement On Open Ground Difficult Terrain


Foot

Walk 4 paces 2 paces


Run 8 paces 4 paces
Charge 10 paces 5 paces
Crawl/limp 2 paces 1 pace

On Horseback
Walk 4 paces 2 paces
Trot 8 paces 4 paces
Canter 12 paces
Gallop 16 paces
Riders may accelerate or decelerate from one Rate to another (i.e. up or down) on subsequent phases

1. Actions
a. Actions differ from movement In that they Involve time rather than distance. All actions, unless
otherwise stated, take one phase.
b. For example Mount/Dismount; Kneel/ Lie down/ Get up; Dive; Draw/ Sheath weapon.
c. A man may make more than one action In one phase if the actions are compatible, e.g. kneel
and draw weapon.
2. Firing (or throwing)
a. There are two types — Aimed and Snap. Aimed fire This takes two phases — first phase —
adopt a Firing Position: second phase — Fire. Whilst making an aimed shot a man may make
no other action, nor move.
b. Snap fire This takes one phase. A man may move or make an action while snap firing.
c. Calculating Casualties
d. Establish the type of target, and the percentage chance of a hit at the appropriate range.
e. Work out the chance of a hit by adding and subtracting the percentage variations to or from the
range/ target percentage.
3. Throw The Dice.
a. If the dice result is between 1
and the chance of hit
calculated at No. 2 above.
Consult the Casualty Table to
establish the type of wound
Inflicted.

Key The top horizontal column


represents the final calculated chance of
a hit. The inner vertical columns
represent the dice totals actually
thrown. The end lettered vertical
columns give the category of wound.
TO DETERMINE THE WOUND
1. Read along the horizontal column to the calculated chance of a hit.
2. Read down to the nearest number higher in value to the number thrown, or where possible the actual
number thrown.
3. Read along to the lettered vertical column.

WOUND CATEGORY

A Dead. NOTE Serious wounds knock a man over; Light wounds do not (except for F below). All
actions take twice as long with a set-tous wound. A man With a serious wound cannot charge or
dive.)

B Serious body wound. No movement or action for SIX phases. Then can crawl or stagger only.
C Serious fight arm wound. No movement or action for four phases. Drop anything in that hand,
cannot use that arm again.
D Serious left arm wound. As above, but for the left arm.
E Serious leg wound. No movement or action for four phases. Then can crawl or limp only.
F Light head wound. Knocked out for four phases.
G Light body wound. No movement or action for two phases. Then all movement at half rate.
H Light rtght arm wound. No action for one phase. Drop anything In that hand.
I Light left arm wound. As above, but for the left arm. Light leg wound. No action for one phase,
then cannot charge In that game.
For example A Veteran Rifleman with a rifle decides to shoot at a Spanish guerilla running along the street. He adopts a firing
position, which takes one phase, and on the next phase makes an aimed shot. As the target is running at medium range the
firer's chance of hitting is 50 percent, but th1S IS Increased by 20 per cent up to 70% because the Rifleman IS a Veteran. The
player throws the dice and scores 18. This is a hit as It is between 1 and 70. He consults the Casualty Table, finding the 70per
cent and runs down to the number nearest to 18 (taking the nearest number greater than that thrown if that number is not In
the table itself), in th1S case, 24. He then reads along to the lettered vertical column to find the wound: B, a Serious Body
Wound. The player notes down on his Record Sheet' 1 round used', if a limit on ammunition applies, or the weapon is a repeater.

Shooting at mounted men.

The casualty results are interpreted as below.


A-F Hit rider. Throw dice again to determine wound as if a 99 percent chance of hit.

G-H Mount hit and killed. Rider thrown.

I-J Mount nicked, and Will decelerate automatically on the next phase.

INJURY FROM FALL (including being thrown from a horse)

Throw dice using the Firing Casualty Chart as if for a 50 per cent chance of a hit. This determines
whether the man who falls or is thrown is Injured, I.e. If 1 to 50 is thrown, the man suffers the appropriate
category of wound; If 51 to 100 is thrown, the man IS uninjured.
Invalid Hits
1 When the target IS a man using hard cover, only wounds on those parts of his body that are
necessarily exposed because of the action he is making are valid.

2 When a target is moving or making any action, I.e. IS not actively using hard cover, but is
partially obscured by hard cover, the chance of hit IS not reduced, but a wound In the area
obscured IS Invalid.

3 When a metal helmet IS worn, light head wounds are Invalid.


4 Light wounds on an area covered by chain, scale or plate armour are Invalid.

5 Serious wounds Inflicted from medium and long range are Invalid on an area protected by
plate armour.

Mêlée
Each man has a chance of striking and wounding his opponent, based on the effectiveness In
both attack and defence of the weapons used. To determine this chance
1 Look at the Weapons Table. For each man, read along from his weapon and down from his
opponent's weapon. The Intersection of the two IS h1S Basic Chance of landing a blow.
2 Add or subtract the Percentage Variations to obtain the Calculated Chance.
3 Steps 1 and 2 are caried out for both men fighting, and both men then throw the dice. If one
man hits then consult the Casualty Table (as in Firing).
If both men hit, treat this as no result during that phase.
4 Mêlée is calculated on every phase.

Weapons Table
Foot v Foot and Foot v Mounted
KEY
Top and bottom horizontal columns are the opponent's weapon. First and last vertical columns are the man's own weapon. Inner
horizontal and vertical columns are the percentage chances of striking the opponent.

PERCENTAGE VARIATIONS

Casualties in mêlée
1 Calculate wounds on Casualty Table as explained in the Firing Section.
2 However, light wounds In mêlée do not have the immediate effect stated. The mêlée continues, but no
weapons are dropped, and the percentage deductions will apply In subsequent phases of mêlée.

Invalid hits
Light wounds on armoured areas are Invalid. Serious wounds on areas covered by plate armour are
Invalid, but on the next phase the man so defended must deduct as if 'wounded on the previous phase',
I.e. ten per cent.

Reaction to the unexpected


A man IS shaken on the phase after
Firing or throwing.
Fighting a mêlée.
Each fresh sighting of the enemy,
Any sudden or unexpected occurrence.
On the phase of being shaken, Averages and Novices are subject to percentage deductions.

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