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K LOMAHAWKS Skirmish Rules Se for the Age of Black Powder ” BASIC PRINCIPLES. Gest oS Number of ples ‘Lhe miniatures — Distences_— Dice & re-rolls_— Setting up 4 gone EIGURES AND UNITS_— ‘Lhe figures Toop ype Aggression Defence 8 8 Shooting 8 8 9 _ Officers — : canps 2 Preparing the deck of card: _____—12 ‘Drawing the stating bond 12 Dain the cards Dsing 4 command ability Toopeards a Forward boys! Card Morale ead Clock cards COMMAND ABILITIES — 16 Command poo Gaining command points 16 Command sities ________——16 UNIT ACTIONS are | 18 18 The spotting table — Drie ad spating MOVEMERT___— Movement distance. ‘Mvement procedure —____— Engging in band-to-band and flcing 25 Efe of terain_______5 SHOOTING, VIGILANCE & RELOADING______26 Restrictions on shoaing 26 Tine of sight Choose the target or targets Roll ohit Rallto kill Remove casvalties Reaction Vgilence __— Reloading = BAND-TO-HAND_ Engaging in band-to-band____—}0 Mowing the Figures 30 Reactingto the enemy 31 ‘Resolving band-to-band combat_____—38 "Who fights? 3 Atacking 3 Defending 3 Removing casualties 2 Reaction 2 REACTIONS AND MORALE 3+ Discipline. When to test your reaction? Shooting Handiohand Morale card Unusual eeumetances akg 4 reaction tet ont Flight Recoil Recoil and sha Recolor hak Noelle Relbing____—— isdn ee pemerie ag 0, ern) Restricions 38 Officers and shooting 38 Sacrifice 8 Officers and 39 Traits and al 39 Commander 39 Officers and intrigues 30 Naval weapons 2 Cavalry lance 2 Ranged seapons. S 2 ‘ow 2 Thrown weapon 2 Pistol 8 eee nh g Musket 4 Obsolete assortment “4 Carbine 4 Long rifle 4 Rifled musket 4 Rifle 4 Repeating carbine “4 Aillty 5 TERRAIN___ iceman reas of tersin and obtacles 48 Effect on movement 49 Eft on line of it gg Effect on spotting and shooting ______4g ‘Dypes of terrain ‘Roads and paths. Building Witermays and boats____ Seouts___ ia le Lights Rives Ferecous z Serpcooers. 97 Weeren 2 38 (Close Order gi oe ad ADDITIONAL RUEES____ 6 Deployment points 60 Format carahles. 60 Hidden movement : 60 Weather Pa Night fitting... se Objective markers mae ey areas o Phunder 8 Reinforcements 62 Withdroning from tbe table 6 FORCES a gs ye ‘Gane format “4 Aesenling 4 farce — 6 Mixed fares and spcaled fres.__65 SCENARIOS_______ eg Moming Meeting. 66 eAnbash 9 The Brechhreugh 3B INTRIGUES___ te Gift tale 70 Intrigue table 70 | CREFERENCE SHEETS. ai MARKERS —____e * SINF.LINOO Ye —NIRODUCTION ‘Muskets 6 Tomahawhs is a miniature wargame allowing you to recreate the skirmishes that characterised the conflicis ofthe 18! and 19° centuries on your own gaming table. These ericounters are what was called “la Pe the Small War. This military term encompasses all attacks which do not escalate into pitched battles, Reconnaissance missions, patrols, raids on supply lines, and attacks on enemy villages are only some of the actions without which a large-scale war could not be fought. By concentiating on these “modest” batiles, Mskets 6 Tomahawks puns you a the level ofthe indivital solder, inviting you to fel their doubts and their fears, but also to make theit heroic deeds your own. One warrior’s courage can tum the tie ofa whole bate! Ialso emphasises the chaoti nature of these clashes via a card-based unit activation system. Ic is dificult - though not impossble - to predict the cour players will need to display great flexibility as wel as a great deal of sangaltoid! Due to the wide variety of possible conflicts, Mushets 6 Tomahawhs isa highly scenario focussed game. As well a5 commanding an armed force, you will have a mission 10 complete, whose strictures and objectives will be defined by the scenario. Youll need stay focussed on yout objective amid the ehaos of battle, or risk being thwarted by your opponent The book you hold in your hands lays out the fundamentals of Mushets & Tomhwks.t details the rules formovement, shooting, managing morale, three scenarios and much more. However, it doesnt include descriptions of toops or scenarios specifictoa particular conflict. All those duals are found in Mashets & Tomchar of supplement books. This series of supplements covets the various conflicts ofthe 18 and 19 centuries. lose comb: With a litle research, you will no doubt be able to establish profiles for the belligerents in the conflicts you want to re-enact on your gaming table. The supplements might still ‘interest you however, since they include new scenarios and special rules as well as troop, characteristics So if your heart wills it, join us on our voyage. It will ake us from the deep forests ot the Canadian North to smal village atthe southern tip of occupied Spain via a British outpost in Zutulan The road before us is long, but the voyage willbe exhilarating! ¢s 10 youll, BASIC PRINCIPEES In this chapter, we present to you the basic principles of Muskets & Tomahawk, as well as the materials you'll need to arm yourselves with in order to play. What You'll Ned To play Mushes & Tomahawks, youll need the follewing indispensable items: 1] A tape measure, ideally calibrated im inches. All the movement distances and shooting rang in this book are noted in inches, In Mu Tomahawks, an tach is equivalent to 25cm. 2) Aplaying surface. For most games, this. table of 48” by 48° (120cm by 120cm). That se the dimensions of the table vary according t0 the size ofthe forces involved (see Forces, p64). 3) Seemery. Mushets & Tomahawk leaves the layout of gaming tables tothe players’ choice, but since | it isa skirmish game, the general rule is that there can never be too much scenery! Increasing the amount of scenery and “cluttering” the table rakes the game more interesting and presents the players with tactical challenges 4) Markers, We bave tried 1o limit their numbers, Dut they ate very useful for noting certain game states on the table. You can buy these markers from your favourite gaming store, and you'll find some markers which you can photocopy and cut ‘oatatthe end of this book Youcan also download and print them from the Stadio Tomahawk website, Among the most important markers is Smoke, which indicates that a unit has fred black ‘powder weapons. For aesthetic reasons, we lke to place cotton balls in front of figures t0 represent | thissmoke 5)A deck of Muskets & Tomahawks cards. Each supplement has # matching deck of cards. You vull need a deck of cards forall the pariipants You can buy this deck, or make it yourself by downloading the relevant file from the Studio “Tomahawk website and printing 1 out 6) Ten-sided dice. We use tensided dive in this game, abbreviated as dl0, The faces of these dice go from 0 to 9, The “0” is equal to "0" and not 10” as in many other games, Make sure you have at least ten dice per player for the ideal gaming experience! 17) Areference sheet. Try to have one foreach player. They will make things easier during your game: since they contain all the tables and modifiers that you will need during play. They can be downloaded from the Stadio Tomahawk website, tr photocopied from the back of this book for your personal uses © Number of Players his game is designed to be played with two players. ‘Tat said, pacticulcly in larger games, iti easy (not to mention recommended) to organise teams for each side. Therefor, it's easy to play two on two oF three on three - or even with different numbers of players in each camp. The best way to organise the forces involved in a multiplayer game is to assign each player in each camp exclusive control over ne of mote troop types, Thus, if two players share control ofa force, one of them might command the Tine troops and light cavalry, while their comrade would direct the skirmishers, artillery, and. miliia. ‘One of them will be commander in-chief and will be responsible for their hand of cards (which we will explain further later on), ‘Muskets & Tomahaviks does not allow batiles between ‘more than two sides forthe simple reason that across all the history of the conflias covered by the game, such fights were practically norcexistent. The “Miniatures Muskeis & Torinahawks can be played with a score of figures per side, but more ambitious encounters ‘might involve forces of a hundred or more. ‘We designed the game ta be played with figures 25: 30mm in height (the scale of these figures is generally around 1/56). That said, it is entirely possible to play the game with smaller or larger figures. If you decide to use figures in smaller scales - 15mm for ‘example - we recommend that you replace inches ‘with centimetres, so that 1” equals Lem atyour table. Similarly, divide the dimensions of the gaming table by 2or25. ‘We leave the size and shape of bases to the whims of players.and their figure collections, Note however that figures have a facing (a “front” and a *back") which is easier to determine when they are on square cor rectangular bases ® Distances AIL distances in the game are measured in inches, indicated by the ” symbol Players are free to measure distances at any moment luring the game, evenifthey arenotactive. We believe intention outweighs precision, Thus, ifa player moves theit unit of Indians and declares that they are staying out of range ofthe English iregulars’ ‘muskets ~ having ensured that no figures are within 24° of them ~ it would hardly be sporting for the English ta fire on them conce activated, even if it tumed out that a figure wasin range. Maybe the table wwas jostled or inccicate handling kenocked one figure or another. It ‘would be supremely rude to fireaftersuchan accident! At several points, you will need to measure the distance between tro units. Only one figure from cach unit needs to be within X” for two units to be within X" of each other I is not necessary for the whole unit 10 be within range. A single figure is enough to fulfil the requirement. In terms of ground scale, we conser acentimette on the table to represent around a metre in teality. and cach figure to represent a single combatant, One inch therefore represents 2.5 metres, ® Dice & Re-Rolls ‘The game exclusively uses ten-sided dice (abbreviated as-di0s). It is sometimes necessary to roll several dice. Thus 3410 refers toa roll of three ten-sided dice. ‘The result of each die sindependent from the others. You will nt normally need to add up thé dice, and if you do, it wll be explicitly indicated. lyon roll a “0”, your result s zero and not ten The dice will sometimes be subject © modifiers tke “11"or"-2". The modifier applies individually to each roll. Therefore, if miodifir of-1 applies and you roll 3d10 to get 0, 5, and 8, your modified scores would be-1,4and 7, Finally, some game eflects allow you to reroll adie. A single die cannot be rexolled mote thin once. © Setting up a Game Tl pating’s amr eiclapet uae tre peed a Yo coulis ay Want ora” this determines the relevant Muskets & To wawiks copes (oan ney ee preliminary steps: + Choose a game format : * Decide the points value of the game and recruit their forces, + Choose or randomly select a scenario + Prepare the shared deck of cards: + Place the scenery. + Deploy their forces. + Draw their starting hands of cards ‘The game can then begin! In Mushets & Tomahawks, each figure has a profile which displays their characteristics. These characteristics affect their chances of success when performing actions like shooting, attacking in close ‘combat, ar trying not to panic in the face of dange These characteristics areas follows oop Lip Each figure has a troop type A figure’s woop type defines their combat doctrine, the way they were trained, and their role within their country’s armed forces. Each Mushets & Tomahawks supplement defines the types of troops used. Here are a fee typical examples + Regular “+ Line + Light + Antllery + Civilian + Tribal Warrior The type of card that activates a igure and its unit is termined by their troop type (see Cards, p.12) Aigpession “Aggression represents a combatant’s prowess in close eombat, whether it comes from their taining, thei ‘weapons, or their natural zal. Ageression is expressed. = {| -asamumberfollowed by a“ sign, lke 3+ or 7+ When you need to check whether an Aggression roll has succeeded or not, just compare the result of the dle roll (after modifiers) to this number. If tis equal or higher, the rollis a success. I-not, it failed. Djrw Defence represents. fighte's abiliy to oid orp themselves against enemy attacks in close combat, but also their courage and composure when engaged in hhandhiohand. As with Aggression, itis expressed as a ~ mumber followed by a=" lke 3+ or 7+ ‘When youneed to checkifaDefence roll has succeeded or not, just do the same thing as for Aggression (see above). satiey Shooting tepresents, an individual's accuracy and expertise with ranged weapons ~ muskets, carbines, tomahaws, ete. Like both preceding characteristics, iis expressed as a number followed by a+" sign, like 3+ of T+, Checking for the success or failure of a roll of this die is done as indicated above. Diszipline Discipline translates the combatant’s usual behaviour im dangerous situations into game mechanics. This ‘behaviour can stem from their experience, their combat doctrine, or simply thelr personal bravery The Discipline characteristic is always a_word, which is the figuze’s Discipline class, Youll find the discipline classes common to most Mu Tomchawks supplements below ‘TRAINED ‘These are most ttoops who have previously come under enemy fire, and can be expected to hold their ground tenaciously RECRUIT These are soldiers with litle experience of combat, cho will quickly cede ground when faced with a determined enemy SKIRMISHER Their combat doctrine teaches them to protect themselves by withdrawing in the face of enciny ie, so they ate quicker to retreat than some other troops. NATIVE Their lack of waining in large-scale warfare tends to encourage them to give up as soon as they are menaced. They're usually extremely knowledgeable about their environment, and will quickly recover their spiits and return 10 the fray once they have: put a little distance beoween themselves and their enemies. WARRIOR Warriors draw their bravery from cultural and/or religious conditioning, They are extremely brave, and. lec themselves get carried away by group fervour But ‘when that fervour is weakened, individual survival mstinct soon takes over. CONSCRIPT These ate individuals with no prior combat experience, or who are not equipped to withstand enemy attacks. These inchide civilians, artillerymen, ot an army's lists corpsmen. Some Muskets & Tomahawks supplements will introduce unique new Discipline classes to model a particular troop type's reactions on the battle ‘Traits are special rules which apply to certain figures, They are advantages or drawbacks which help to personalise the figure and give it specific role during gn engagement. There is a chapter dedicated 10 explaining traits later on in the book. That said, some traits may be specific to a certain conflict and wall therefore be displayed in the appropriate Muskets 6: ‘Tomakawks supplement. Order te nd deli He has the Cl Nis tinit dose Onler a © Facing and Field 9 Vision In Muskets & Tomahawis, each figure has a facing hich determines thei eld of vision. This is an extending in front of the igure t.an angle of 18 illustrated below. As we said previously, a square base sakes it easier to determine ths frontal area, but itis still possible with a round base, ‘field of vision is blocked by all obstructions. There iso more effective way to determine ifan enemy or a terrain piece is visible to a figure or not than t0 get down to their level and check from their perspective to see whether something i in ther feld of vision Note however that just because you em see a figure doesnt mean that your figure will have it in their line of sight! We will see later on how Mushets & Tomahawks deals with spotting, which is a speci game mechanism that takes into account the real conditions of the battlefield to make it harder to find your foes ® Onits ost gates are gouped.jio unit, Muskes & Tomchags supplements wil indicate the minimum ‘elena les of figursin the wits elded Dy the nation you have decided to play. As a general Pe anit Have bevseen four and seen figures with an average of between eight and ten. Units of Mega uoopesend include rou ten, whe units Tilgit woes racy have mere than eight gues. Allthe igues ina unit have te same profile and the ise weapons Iris mt posable to have Agures with different profiles within the same unit. “he figures within a unit can pass through esch other Fe rain, bus Bs opens cbaies 10 cect hers ines of sight ~ as we shall te ater on. © Formations Units have limits on their formations. To remain in range of thei leader and thus hear their erders, the sen cannot get too faraway from the one who leads them into combat. There ate therefore owo rules 1 comply with + At the end of any move (no matter the nature of the move), choose a figure from the unit. ll its comrades in the unit most be within a radius equal to the uni’s movement distance, measured from the chosen figure. This movement distance inchides bonnses ftom traits, but not penalties or bonuses linked to terrain see the diagram below No figure can be in basetobase contact with another figure from their unit, unless the unit has the Close Onder trait and decides wo form up. The space which separates wo figures has zno real importance and can be as small as afew mifimetres, but his restriction allows formed units tobeientified quickly These rules must be followed when the unit is deployed, and after each of its moves. SHINO ONY SHEL | © Officers Fae Tae Officers are rather peculiar figures who form unis al by themselves. Officers are important characters, the commanders of your force, andl are often feared or Like other units, each Officer their ovm profile, Each ee eae td activates them. aed tee Oe ee tancesofvictoryvall © Tose setace wlten eek lesdestipl ; | Some : ‘structure on the game. Instead, games unfold in an uninterrupted flood of actions, right up until one of the two sides completes the scenario's objective or the rules indicate the encounter is over. At the heart of this system are the Muskets & Tomahawks cards. Each supplement is accompanied by a ‘pack of cards that are specific to the period that it adapts. These are available from your preferred vendor, © or can he made at home by printing the downloadable file from the Studio Tomahawk website. _ © Preparing the : Dae, Before the start of the game, after the scenario is * chosen and the troops are deployed, the players must prepare the deck of cards that wall be used during the game. The to players share this deck, and both draw the cards they will play from it Aeep Cindy ogi. End who ses of Troop cards in each _ supplement’ pack of cards, one for each side. Each. of these cards refers to a specific troop type, both by a “ame and through a specific illastration. Each sides * © Troop cards can generally be distinguished by their distinctive colour: each side's cards are in one of = these two colours, Each player finds the cards that correspond tothe toop ‘yes from their Nation that ave present in their force. Either side can use either set of cards, ach troop type has two to four matching cards, The troop types and the corresponding number of cards sre shown in the relevant Muskeis & Tomahawcks supplements, | Wyou have recruited at least one unit from a given yop type to your force, add all the cards for that troop type to the shared deck for the game. The number of cards thus ackied is independent of the ‘number of units of that troop type. A single unit allows you to add all the cards for that troop type to # the shared deck. Remember to add the cards for any additional units 2 + provided By the scenario, For example, f the scenario indicates that you have control of some Civilians, remember to add their cards to the shared deck, ‘Example: In thé sipplement Redcoats & Temahawks, you wl fd four Regulars cards with «red background (forthe é + British and their ales), ad four Regulars cars wth a blu 2S brackgound (forthe Americans, he French, and hi als). Ia the Brith player, you have atleast ne wit with the © Regulars troop 97 istothe defor ts game f your opponents af hat type, dey wl dp the same with the cals that ue backgrounds ‘The combined troop cards for both players form the ‘base of the shared deck Ghwad Bryst ard Mn Cid Bach player adds the Forward Boys! and Morale cards in their colour to the deck, ‘The Forwant Boys! card allows Officers and Elite wits to take an extra action during the turn, or to take a Title time to consider the tactical options available at that particular moment: completely appropriate for these exceptional warriots! ‘The Morale card sounds the certain death-knell for forces that have suffered too many casualties by ‘provoking numerous reaction tess ‘The effects of these cards ate described further om in this book. Loch Cid, Finally i’ importanc to add three Clock cards to the shared deck. These cards will determine not only shen to shuifle discarded cards back into the deck, butalso fan event occurs, One ofthese cardsisared clock, while the other two are green. This distinction 4s important, as we shall see further on. ® Drawing Starting Hand Alter setting up the terrain, choosing the scenario and. deploying the troops, the players draw their starting hand of cards. Shulfle the shared deck before each player draws their starting hand of three cards. Ifa player's starting hand includes one or more Clock cards, they discard them and draw cards to replace them ntl the player’s hand no longer contains any Clock cards. Once both players’ hands have been established, the discarded Clodk cards ate shuffled into the shared deck. ‘As you will ave worked out, iis very likely that each player will have cards from the other side in their hhand, because the cards are drawn from a shared deck. This is totaly normal and contributes to the strategies the players will develop. After drawing their starting hand, each player also receives aS mu points as they ha Officers in their force, which they add to their p ofc points (see Command Abilities, p16). ® Dsing the (ards jo indicates which side starts the ‘card from their hand and play 1 The effects ofthe card are resolved and the card is discarded near the stack ofthe shaved deck. We wal see later om how to resolve each type of card The opposingside then pl y’sacard, which isresolved The two players continue to alternate their game phases in this way, alternating playing a card and resolving its effects ‘When a player plays a card from the enemy side - that is Forward Boys! and Morale cards in ly gain 1 command point, which they add to their pool of command points (see Command Abilities, p.16). eit opponents colour - they immedi olved the lastcard in their hand, they draw a whole new hand. They draw three cards, | Tike at the specific card effects, you only draw new c playing the last catd in your hand. This mi the cards you play it of the game, Note that excepting rds alter that re not immediately replaced, ere ee a reo eres nn eae ae Ser tes ea pleienca cae aes pee ee eee eee coe rs shold hoes Players will thus play cards - or be use command abilities - and resolve their effects unilthe end of the game, This last is determined by the scenario, which clearly indicates the game's end conditions and also how to determine the wi Propetly speaking, there is therefore no game turn to speak of im Muskets 6 Tor will certainly need a li iawks, and. players to get used to the zi REVS SC Instead of plafing a card, a player with command points can use a command ability: This replaces the -y would have played, and after the ability d. itis theie opponent's tum to play a card or tise a command ability. Using command points and command abilities is the subject of its awn chapter (See Command Abilities, p16), © (ard Effects We will now discuss the ellects of different types of ards. Do not hesitate to refer to this section during your first few games to check the benefits of playing a given card, and to determine what impact it will have fon the game, ‘When a Troop card is played, each unit from that side and woop type can resolve an action, Note that all the ‘units of that troop type fram that side can effect an If the card you have just played is an-enemy Troop card, you immediately gain 1 command point, which is added to your pool of command points. Each unit must entirely resolve its action before you can effect an action with another unit of the same you play one of your side's cards, butall the units of that oop type have been eliminated, it has no effet. However, you gain 1 command point fall ofa Troop care’s units have been eliminated or removed from the table, the card is removed from the game instead of being placed in the discard pile. ‘We will see which actions units can perform in the following chapter Liasd Boy! Cad Your faction’s Forward Bays! gives you the choice of ‘wo options when itis played, The choice of which ‘option to take is always taken by the Forward Boys! cards faction, even ifitwas played by the other player RESOLVE ACTIONS This card grants an action to all the Officers in the faction itis associated with, a5 well as all the units from that force with the Flite trait Also, each Olficer can allow a friendly unit within 6” of him to perform an action. However, this unit must have the same troop type asthe Officer. Certain traits allow a unit to receive an action from an Officer who isnot oftheir troop type. An Elite unit canmot receive ‘an action from an Officer via a Forward Boys! card GAIN COMMAND POINTS Ifyou decide to gain command points, none of your Olficers and none of your units are granted actions. Instead, addl 1 command point to your pool, phis 1 extra command point for each of your’ Officers currently on the gaming table. 4 ‘Add these command points to your pool of command points (see Command Abilities, p 16), Mesale Cad, This card has different elects depending on the + IF the force from the card's associated faction has Tost at least half of their initial figures (including figures added by the scenario), each unit fom that faction must make a reaction test. In this case, the side in question must stat with reaction tests forall their Offcers, before moving onto those for other units Afterall, a demonstrably cowardly Officer is no inspiration to nearby troops! + Otherwise, the player who played the card chooses unit containing 3 figures o less from the cares associated faction which has suffered at least one casualty since the start of the game. Naturally, this immediately exciudes Officers. The chosen ‘unit must make a reactiom test. no units ft this ‘rteria, the card has no effect. If you play the enemy faction’s Morale card, you immediately gain 1 command point, which is added to your pool of command points This represents the psychological upper hand you have gained over the enemy! The Clock cards are umusual cards. Except for when you draw your initial hand, whenever you draw a Clock card, place i to one side near the gaming area in the communal (and cleverly named) clock zone Do not putitin the discard pile, Then draw a card w replace it ‘Two scenarios must he considered: + IFitis the first clock of the turn, and it is red, an event occurs. Fach supplement has its own events table, and you will need to rll against that table to determine the effets ofthis incident. Ifthe clockis green or at least one clock is already in the “clock Zone”, no event occurs Ifit is the third clock that you have placed in the clockzone, you must immediately shufle the deck In this case, take the three clock cards and all the cards in the discard pile, and shutlle them together into a new deck. After that, the player isho drew the third dock card draws a new carl to replace it i. He p ce loc cals re deck. The the och zane and weal ed tare. He therfore t It he cards m the alscard pt Clock ete cloner es fee ced to a certain level of risk by the drawing of cards, ctnumand points give the players someinfluence over the course ofa bat. By triggering command abilities st the right moment, they can tp the scales in their favour! ta Muskets & Tomahavks, managing the command pool is an important factor in success, The wisest ‘generals will read this chapter as carefully as possible. © Command Pool The! command pool is the sum of the command points available to a player. These command points ‘antake any form, from simple chits to more elaborate game pieces that match the force being fielded: spent Cariridges, bases of dead or wounded figures, ec trust inthe imagination and creativity of our players! ‘When a player gains one or more command points, they add them to their pool. A player's pool of ‘command points is limited to 10 command points. If ‘player already has 10 command points in their pool, they cannot grin any more ® Gaining Command outs Atte start of the game, each side gets one command ppoint foreach Officer in their force, whether they are deployed on the table or not Several events can grant command points during the game: + When a player plays one of the enemy faction’s ards (a Forward Boys! card, a Morale card, or a Troop card), they gain 1 command point. + When a player rescves thelr Forwards Boys! car instead of resolving an action with each of their (Officers andl Elite units they can gain 1 command ppoint plus | extra command point for each Officer ‘in play who is notin fight. + When you play a Troop card belonging to your faction but all your units of that type have been eliminated, you gain | command point. * Certain, spectal rules or special conditions can grant command points toa faction. ®© Command Abilities ‘Command abilities are game effects which players can trigger by spending command points. Since only a limited number of command points can be harvested, players teed to spend them sparingly andl careful Instead of playing a card from your hand, you can trigger one (and only one!) command ability. To do so, spend as many command points as the ability costs and resolve it. The cost is indicated in brackets after the name of the ability. The various command abilities are listed here. The quick reference sheet at the end of the book also summatises the command abilities and their costs HARK! (1) This ability allows a unit in your force to perform a Vigilance action, HOLD BACK (1) This ability allows you to take one of your faction's Troop cards from your hand and place it face down next to your pool of command points, While this card js face down, it can be played as though it were in your hand, but does not count as being in your hand ‘when determining when you can draw cards This aby 1 good way card atthe key moment to ensure you have the right You can only hold back one card at atime. If you decide to replace your card, tis simply discarded without being resolve. ‘The card stays there until it is played, even if the shated deck is shutled. STAND FAST! (3) ‘This ability allows you to automaticaly rally a unit in flight. Each figure in the rallying unit can immediately tum to face the direction of their choice, but emnot move. Remove the Flight macker from the unit. ORDER (2/3/4) ‘This ability allows you to resolve an action with 3 ‘unit under your command. The cost of this abihty depends on the number of figures in the unit. + 4 points for a unit with 12 figures or more. + 3 point fora unit with 8 to 11 figures. + 2 points fora unit with 7 figures or les. PREPARATION (4) This ability les you choose one of your faction’s Troop cards from the discard pile and return st 10 your hand, This can mean you have more than three cards in your hand. ‘As we have seen previously, each time a Troop oud is raven all of the units belonging to the card’ faction and the troop type on the eard car-perform an action, Units can also gain an action from the resolution of other cards like Forwards Boys, certain Talents, or even random events. The player controlling the units decides which action st will perform from among those described below. All the figures in the unit must resolve the same action, [tis not possible for figures in the same unit to resolve different actions. If several units of the same type must each resolve an action, they can of course each resolve different types of actions. However, as we mentioned in the previous chapter, eacheunit raust entirely resolve tts action before you move on to the next unit's activation, ‘Avi’ five possible actions are: Movement, Shooting, Vigilance, Reloading, and Rallying. We go through each of the actions briefly yhere, but they will be detaled further n later chap & Movement The Movement action allows a unit to move. The distance they move and the limits on their movement ‘course the subject of alater chapter. © Shooting The Shooting action allows a unit wm wets ranged seaport agit ane o mote enemy nis. ® Vegilance This action allows a unit to itself to fire under certain circumstances, for example by preparing an ambush. In game terms, irlets the unit fire during the resolution ef am enemy action. ® Reloading During the periods which we recreate with Muslets & Tomahawhs, black powder weapons used an awkward and onerous reloading system, far removed from modern processes, The Reloading action allows unit to prepate tts ranged weapons to fire again, ® Rallying Rallying is not an action the player will be bappy 10 resol, tis the only action that a unit can resolve vile in ight or Shaken ‘When a unit in fight makes a Rallying action, it bas a chance to Rally itself (See Reactions and Mara p34). If filed, it must immediately resolve a fight move, as described in the relevant chapter. When a Shaken unit makes a Rallying action, it must roll a die and get a score equal to or higher than its Rallying value. If successful, it can immediately resolve another action and discard its Tit falls, t discards the marker but cannot per any other actions (see Rallying. 37). SPOTTING Spotting is one of Muskets & Tomahawks’ core concepts, and is based on a very simple premise: that a player’s awareness of their units’ immediate surroundings is much better than the awareness their units have themselves. In other words, jst because it seems to you that one unit can see another doesn't mean they really can. The weather, black powder smoke, or obstacles that are not modelled on the: gaming table are all factors which explain why we apply an extra limitation to our figures when working out whether they ‘can see or not. A sort of safeguard against the player's ommiscience and omnipotence! Before talking about spotting proper, let's spend some time on line of sight. © Line of Sight Line of sight determines whether one figure can see another. Line of sight is an imaginary line which connects the centre of the font face of the figuee’s base with the centre ofthe figure they want to see. ‘Aste have previously explained, all iguresin Muskets © Tomahaniks havea facing, comprised of afrontand a back. This facing determines the field of vision, ‘which spreads out to the front of figure. By cefnult, a figure sees everything in their feld of vision unless their line of sight is obstructed. “The best way to determine if line of sightis blocked ‘sto getdown to the figure's level, to see through their eves in a way. However, age, stoutness and laziness canal free players to adopt afew agreements that Tet them avoid the contortions necessary 0 reach the eye level ofa figure in the centre of the table Therefore, we consider all the following elements to always block line of sight by default whenever they are on the same level as the figure. + Enemy figures. + Friendly figures more than 1” away. Itis assumed that figures who are closer than that have coordinated to stay out of each other's way. + Spaces between two enemy figures of less than 3". * Obstacles that are more than half as tall asa igure. These could be buildings, hedges, wall, or ils. + Areas of terrain that are more than half as tall as @ figure, as soon as line of sight goes more than 8° {nto the area in question, (OF course a figure in an elevated position ~ like upsiaisina building or ona ill - willnotbe bothered by obstructions at ground level Its up to players to ‘exercise common sense in these particular cases, © Spotting In Mushets 6 Tomahawks, having’an enemy in your field ofvision and yourlincof sightdaesnot guarantee that your figure is aware oftheir adversary's presence. Its important to determine-whether your fighter has noticed them, ‘Spottingisa permanent state, You can checkifa figure is spomeed or not by any of your figures at any point in the game, No roll is necessary to spot an enemy: we simply use the upcoming spotting table for that ‘As soon as you have spotted an enemy figure, we assume that you have also spotted the other figures in their unit ‘By default, we assume that your figures always know: where their allies are. Therefore, itis never necessary . to spot friendly figures I these are im line of sight, they ate considered to be visible without any need to check the spotting table. © How to Spot? The spoiting table lets you check whether an enemy is spotted or not, By default, the figure is visible if it is within the distance in inches marked in the red column (96"). spo at 96° ABSOLUTELY apply. We'retalhking about spo a barren plan, tn broad daylight, without 4 brawny ch p That said, circumstances will affect this distance. ‘They are expressed as modifiers which are applied to the columns. Therefore, a +1 column indicates that ‘you should read one column further to thé right. from a spatting bonus of +1 column. The spotting distance is therefore extended fig 96" to 120". On the other hand, apenalty of-1 column means that you should read from one coltman further to the left. Example: You are attempting to spot an enemy wha & in an > area of terrain offering dense cover. You sufer a penalty of g distance therefore drops from 96" columns, The spot ws After having applied the column shifts linked to the modifiers. the mumber indigated is the maximum F distance at which the figure in question can be Rica spotted. The minimum is 2°, Ifthe figure is outside err thatdistance, tis considered unspoted. tis therefore pn ae invisible to the eyes ofthe figure attempting to spotit they cannot shoot at it or engage it in close combat, but can ignoreit oly ae hoe ‘Once again, at the risk of repeating ourselves, we remind you that the processof spottingisa permanent process that you can check at any time, For example, ‘ne of your figures might be unable to spot an enery figure before a move, but be able to spot it afierwards © The Spotting Table Here is the spotting table whose use is described above. onmidsing valli of th Se een er ae aees Soe from mote th hee oe fos eee, eee yhas a Smoke marker. +3 columns ismourted. 1 eolumn isan atilery piece, a wagon, ora canoe. = +2 columns {isin an area of ight cover or behind an obstacle offering light cover® ~Seolumns dsin an area of dense or solid cover, or behind an obstacle offering dense or solid cover* ~4 columns thas the Scouts or Natives tat ~Teolumn sa Hidden Movement marker =2 columns "The fig (or the arr) st he within 2” of th obstacle, and th ne sight ofthe Figure yng 0 spor the has the Scout trait. cmos he ote +Leohumn I For cach obstacle (ike alow wall, bush, et.) thatthe line of sight crosses on its way to er nits way to the figure being spotted the figure being spotted leer For every complete 6” of an area of light cover thatthe line of sight crosses on its way — to the figure being spotted. 2 For every complete 3° of an area of dense or solid cover that the line of sight crosses sate "This does not apply ifthe figure to be spotted, or the figure doing the spotting is within 2" of the obstacle. WEATHER CONDITIONS: APPLY ONLY THE WORST 0 eating rain Tahun [Both elaine Darleness or mist : |___-3eohumns [ogo siomm “Seolamans Spotting Example #1 © Onits and Spotting Ifa figare has spotied an enemy figure, i's assumed that all the other figures from their unit have also spotted them. We can easil your warrior would comrades, whether by pointing a finger atthe enemy or some other signal. Similaly enemy unit to spot badly-positioned or overly give away the presence of a whole group! conly need to spot one figure in an 34 lo Lf we : MOVEMENT “The Movement action is the one that you'll use the most often in Muskets & Tomahawks. It allows your figures to move and your units to take advantageous positions or fulfil the objectives you have assigned. them. ® Movement Distance Fach unit has ¢ movement distance, which indicates the maximum distance each figure in the unit can ‘move during a Movement action. By default, the movernent distance for each figure is -#° but itis modified as follows: all [7 Figure with the Saou! Figure with the Native trait " Figure with the Gavaly wait a Figure with the Light Cavalry wait +6" Figure with no enemies within 2° as| » Movement Procedure When a figure makes a move, it can move up to its distance in inches as determined above. It can freely change facing durimg its move, and end the move facing any direction at all The move does not need to be in a straight line, and can be broken as many times as necessary as long, as the total distance moved does not exceed the ‘maximum distance allowed ‘Certain pieces of terrain slaw or block movement, as deseribed further on A figure can move freely across friendly figures from their own unit A figure can move freely through the spaces between friendly figures from another unit, if the space separating them is atleast as wide as their base A figure cannot move across an enemy figure, or pass parated by 2° or less between two enemy figures A unit must be in formation after it has moved: each cof ts figures must be within their movement distance of the figure of your choice at the centre of the unit ‘Dé nor take ipto account movement penalties linked to terrain In other words, after moving your unit, imagine a circle extending for X" around one ofits figures = X being its movement distance. All the ther figures in the uit must end their moves within tha citle ~~ a . Fees Pla " fh enemy figures and begin hand-to-hand combat berween your unit and an enemy unit Since this aspect of movementisintimately connected se combat, these moves are covered in the chapter devoted to handltohend fighting (see Hane: toland, p30) Fight is another jccurs when a uni ecific kind of movement, which. ost its composure and is panicking. Their moves are coven devoted to Reactions and Morale (see Reactions and Morale, p34). © Effect of Terrain by their surroundings. Its easy 10 se kd be easier to move on a flatand open plain than in rocky ground or swamps. in the chapter A figure's moves are alle A whole chapter of our book is devoted to terrain, from their tepresentation to theit effects within the sam is a summarised list of the diferent penalties and bonuses cannected to terrain te that a figure always has a minimum movement distance of 1°, no matter what penalties apply to them, Leogh Gord If a figures move passes through rough ground at ‘any point, their movement distance for this accion is reduced by 1°. This penalty only applies once, no ‘mater the ioral distance moved through rough ground, However, Vig Loogh Gourd Ifa figures move passes through rough ground at any poi isreduced by2". This penalty only applies once, no matterthe tot distance moved through very rough ground. heirmovement distance for this actio Tf a figures passes through both rough and very rough ground during their move, they only suffer the penalty forthe latter. (Crossing an obstacle whose of a figure imposes a 1” pen his less than that ry on that fgure's ‘The penalty for crossing an obstacle can be combined ‘with any penalties for rough ground. Sometimes, this ‘means that the figure will have to position themselves near the obstacle before being able to cross i To cross an obstacle that is taller than they are, a figure must use their whole movement action. That ‘means that they must start their movement action in contact with the obstacle, and are simply placed on the other side Dowd. A figure making its whole move on’a toad, without crossing any obstacles, gains a +2” movement bonus, This bonus is increased to +4" for figures that are nd of their move. alone, or fn.a uatt formed in column when the entire tunttis on the toad for the entirety of its move (see Traits, Clase Order, p58). The latter are assumed to be able to advance down the road in column at a sustained pace. ‘This chapter will cover this aspect of your games. ® Restrictions on Shooting For a figure fo be able to use their ranged weapon gust the enemy, thet target most be: «within line of sight ofthe fring figure + be spotted by the fring figure; + and bein range of the fring igure's weapon, Lets go through each ofthese restrictions For one figure to have line of sight to another, there ‘must bean uninterrupted imaginary ine between the = two figures that connects the midele ofthe front of the frers base with the middle ofthe target's hase, without crossing the fre’ base (see Spotting, Line of Sight, p19) The following elements obstruct and block this line of sight. a) Enemy figures, b) Friendly figures that are more than 1" away. We assume that if they are closer than that, the two individuals have arranged to Keep out of each ofter's way ©) Gaps between two enemy figutes of less than 3”. 4) Obstacles that are more than half as tall as figure ‘These could be buildings, hedges, walls or hills ) Areas ofterain thacare more than half 28 tall as @ figure, as soon as line of sight goes more than 8° into the area in question Afigure who is high up ~ upstairs ina building, on a cli or ona palisade ~ generally gnores abstractions 2), B),c) and d) when the obstacles are on a leer level Forthe obstraccions described by e),tdepends om the height ofthe figure compared to the height of the obstruction, Common sense will have to prevail in these cases Figures without ine of sight to any of the target unit’ figures do not take part in the shooting, ‘tisalso forbidden to shoot ata unit engaged tn hand: tohand, As we have seen in qhe chapter devoted to spotting, line of sight is not enough to guarantee a shot. You _ SHOOTING, VIGIEANCE & REEGADING ING, VIGH “One of the other main activities for units in Muskets & Tomahavks is shooting at the troops they are facing, since ranged combat largely superseded hand-to-hand encounters during the period in which the game is Set, Shooting ducls are legion, but in Muskets & Tomahawks, as in reality firearms make more noises than they do corpses! During the period covered by the game, most weapons were notoriously inaccurate and not very lethal, The Shooting action allows all the figures in a unit to fire at one or more enemy targets. ust also have spotted the target via the spotting table. Before resolving the shooting action, check that the targets within spotting distance (see Spotting, p19) Fach ranged weapon has a range in its description, “This cen be found in the Armoury chapter, of inthe Muskets & Tomahawks supplement you are using, Since measuring distances is allowed at any point in the game, always make sure your gues are in shooting range before resolving a shooting action. Figures thet are notin range of any ofthe Figures im the tanger unit do not take part in the shooting, © Shooting Procedure Here isthe way to resolve a shooting action, step by sep. Before choosing their target, the unit taking. the shooting action can freely tarn any number oftheir figures by pivoting them on the spot. This allows all or some of the figites to squate up to the target you have chosen - orat east get them inline ofsight. Note however that fa east one figure in the unit changes facing, all the unit's shooting will be penalised. Dante fag fags When a unit resolves a shooting action, it must choose a target. Asa general rule, your unit will target a single enemy unit, but you can choose to divide their shooting berween two different targets. Tt is however impossible for a single unit to fire on more than two targets at once, IF you choose to divide your shooting between two targets, each ofthe figures in your unt suffers a penalty to their shooting, as we shall sce further on, This isthe price you pay forhaving your leader take fewrmoments to orcer the men to take aim at differen. ners! This is when you check the lines of sight, sporting and range of the firing figures as. described above, and count how many figures are firing at each enemy target mit. From now on, resolve the two shooting attacks separatly-vesolve each one's ols to bit, rolls to kil, casualty removal and finally reaction. Lalo Hit Normally, you roll a die for each shooter firing on a ‘given taget. If you divided your shooting between to different targets, resolve the shooting against cach target separately. Each die scoring a result equal to or higher than the shooter's Shooting characteris hits the target. The ‘others miss and have no effect. Fach die can be subject to a number of modifiers It is possible that some modifiers will apply only to someot the firing figures. Iris therefore easier to gather all the ice needing the seme score and rll them together. Example: A French infantryman with a Shooting characteristic of 6 needs a 6, 7,8 ar 9 the O-on the de wll be the number Here are all the modifiers which can apply w a shooting atack 1_| Hasty shot Shooting a Gover BD |_=4 | Shooting at extreme range (over 24°) Ter obstacle crossed =1_[ Target in extended order =A [Target in ight cover™ =2_ [Target in dense cover™ “4 [Target in solid eover™ +1_|Target isa cavalryman +2. | Large Target (wagon, longbost) * i apps f te Sterne of ght ose at eat fan area of erin fering ise of cer eve the age ot in ‘cower themselves Only apply the worst ofthe recover penallics that apply HASTY SHOT ‘This modifier is applied for each of the following reasons: If at least one figure in the unit resolving the shooting action changed facing + Ifthe unit targets two enemy units +f the unit has triggered its Vigilant shot (see Vigilance, p 29) These are cumulative. Therefore, a figure belonging to ‘unit in which atleast one figure changed facing and. ‘which has targeted two enemies suffers a penalty of-2 SHOOTING AT LONG RANGE ‘Thispenalty appliesif the target ofthe shooting attack {s more than 12° away, no matter what the range of the weapon used is, ‘SHOOTING AT EXTREME RANGE ‘This penalty applies the target ofthe shooting attatk 4s more than 24” away, no matter what the range of, the weapon used is. It i¢not cumulative wath the long range penalty. Ifthe shot i taken ftom over 12" up 10 24", thelong range penalty apples Ithe shotis taken from over 24°, the extreme range penalty is applied. PER OBSTACLE CROSSED All obstacles (whose height is less than half that of a figure) which interrupt the shooter's line of sight inflict tis penalty, as long as the targets not within the 2° behind the obstacle. These obstacles could be low walls, crates, or small hedges. lf the target is within 2" ofthe obstacle interrupiing line of sight, the target instead gets the cover granted by that type of obstacle (see Terrain, p48), If the shooter is in contact with the obstacle (for ‘example when a shooter is against a wall), it does not interfere with their shooting. : TARGET IN EXTENDED ORDER This penalty apples ifthe target isa unit in extended onder (see Extended Order, p11). : ‘TARGET IN LIGHT/DENSE/SOLID COVER This penalty applies ifthe line of sight to the target enters or crosses an area of cover, or if the target is ‘within 2° of a piece of linear terrain that offers this ‘cover (and which interrupts the line of sight) ‘TARGET IS A CAVALRYMAN This bonus applies ifthe target is mounted. LARGE TARGET This bonus applies to all shooting aginst anything larger than someone on horseback: a wagon and its team, a longboat, or a canoe, ena gan cota pet ater per ee et 1s, foul have ate of obstacle and 140 of range, Armatad thorgfore rolls the 90 on the n00 dice that avs an obst i other 6 dice. Each group of dice will range, and fi have ts own moa SNIGVOER 9 TON TILA “ONLLOOHS IMPOSSIBLE SHOT? Sommetines a shot i impossible to pull off, as im the case of a gure with a Shooting value of 6+ subjected woapenalty of 4 In this case, # natural roll (before modifiers) of 9 fs always a bit even if st doestit reach the figure’s modified Shooting value On the other hand, the roll to kill wesuting from this hit will suflera penalty of 3 Example Rolla die for each shot wisich hits the target, to check ‘an enemy figure has been killed or taken out of on - they might be gravely wounded, routed, or * anything else that stops them from taking part in the bate For each roll scoring equal to or higher than the Sirength of the weapon thet fred, an enemy figure removed as a casualyy Keep in mind that if the shot would have been impossible (see Impossible Shot? above), the rall suffers a penalty of 3, Lenore Casualtivy Casualties are always removed by the player who controls the unit that suffered them, but with the following restrictions: + Casualties are removed from among those who can be killed. Therefore, you cannot remove casualties from among figures that are out of line of sight or out of range. +1 a particular modifier has been imposed, the casualties inflicted must be taken from among the figures o whom the modifier applied. Fo: if three losses are inflicted on enemies in the open, the casualties cannot be taken from among figures sxamp + On the other hand, yom cannot inflict more casualties than there ate enemy figures who correspond to a given modifier. If you decide to target the three figures a unit has in the open, and. you tnfit six casualties, only the three figures in the open can be removed. + As much as possible, casualties must be removed ita way that maintains the unit's formation (see Formations, p.10) After having enduring a shooting attack, a unit must make a reaction test if + Te suffered at least 1 cas OR + It suffered at least 3 its, even if they caused no caswalties. oR + Atleast one ofits figures was in the area affected by avoley fire, even if they suilered no casualties. ly. The “Reactions and Morale” chapter explains how to resolve these reaction tests © Vigilance * Vigilance is an unusual action which allows @ unit to trigger its fire during an enemy units action. I's a particularly useful action if your unit has no enemies in their line of sight or expects to see enemies spring up suddenly A unit can become vigilant by performing the Vigilance action, Once vigilant, the unit can trigger its shooting attack during the resolution of any Movement action by an. enemy unit. tcan also tigger its shooting attack afer an enemy unit becomes spoitable due 10 one of theie actions - for example, with Smoke after a shooting action. As with a normal shooting atack. it can change facing before firing, but suffers the associated penalty. The unit can trigger the shooting belore, after or during @ move. If itis triggered during the move, you ate allowed 10 (politely?) ask the opponent to only make half of each figure's move, so that you ca trigger your shooting, resolve it, and then let them finish their movement - if there is one. This makes it muuch easier to judge which modifiers to apply to the shooting attack, Example: Fed ia previous tians tm a wood within 6" of the Mili, but dhe morning vist makes 5 n for his Indians, and the Miltia, red ashi Arnaud thereon Fred announces he He sulfer a3 fle ® Reloading Certain weapons need to be reloaded after being fired. This isthe case for the majority of black powder ‘weapons, but also artillery pizces. As we will explain in the Armoury chapter, using these weapons calls fora marker to be placed by the shooters. Units with these markers cannot fire The Reloading action allows you to remové this smarker. IFyour unit has several markers ofthis type, ‘you just remove one IE you choose to Reload, all the figures in your unit reload. You can't choose for some of them to reload while the others see to othe TONY TIDIA ‘SNELOOHS: INIGVOENL “Far from the romantic image that is often peddled, hand-to-hand fights are demonstrations of incredible and ‘uncontrolled violence, where everyone is battling to survive. They are rare in the period in which Muskets & ‘Tomahawksis set, and only the most determined and ferocious individuals can keep their heads when the time comes for bayonets, knives and tomahawks to sing. ‘Close combat is more a matter of individual determination and collective courage than martial prowess. The ‘victor is the one who achieves moral ascendancy over their adversary. © Engaging in Hand-to-Hand Units can engage the enemy in handHo-hand with a movement action. “Engaging in handohand’ consists of moving the figures in your unit in such a ‘vay thatat least one of them ends thelr move in base- tobase contact with atleast one enemy figure. From. that moment on, handtotand combat has begun, and the to units wil ight alter all the actions from the card played have been resolved. That means the fight takes place afterall the units activated by the card have resolved theit actions, ‘You must explicitly make clear your intention to engage iinhandto-hand before beginning to move your unit. You rustalso indicate which unit(s} you intend to charge it ‘stoully possible to engage several enemy units ‘Atleast one figure from the unit you wish to change rmustbe within the movement distmee of atleast one of your unit's figures. Also, i engage an enemy tnt at last one figure from snemy unit(s) must be + inline of sight and spotted or + within 4” ofa figure in your unt ao Example wnltof 6 civilians hiding b notin line of sight, but at Ie 4° The In re them, a Itis possible to simultaneously engage several units in hand-to-hand, as long as each complies with the criteria above - in range of atleast one of your igures, and either spotted inline of sight or within 4 tis also possible to engage just one enemy unit with several units of your own Moving figures that are engaging in hand-to-hand bas a few restrictions, as follows: The first Sgures you move must end thelr move in basetobase contact with the units you have declared that you want to engage in hand-to-hand combat with. You must make base-o-base contact with each enemy unit you want t0 fight + Figures must be moved in such a way as to ‘maximise the number of enemy figures engaged in hand-to-hand + Each figure must make its move towards handohand via the shortest and most direct toute to its target. + Ifa igure cannot re -emy figures, It moves to getas close as possible to the combat Leung to the Eremy Sometimes the thought af standing up wo bloodthir: ‘and flight enemies disheartens even the bravest seems like the o ly reasonable solution fh unit whicl has been Before resolving the ‘engaged can choose to take to their heels and flee They immediately resolve a flight move, as if d hhad obtained that reaction alier the hand-to-hand {ee Reactions-and Morale, p34). Watch out though, because a unit fleeing a hand-to-hand fight can suller ‘casualties in its fight, so you will have to mull this ‘option over carefully before declaring a fight. Sul, sometimes its @ better option than suffering the assault of bloodthirsty tribal warriors drunk on ® Resolving Hand- to- Hand Combat ‘The resolution of @ hand-to-hand ight in Muskets & Tomah awacks and del combat, they of them will make a tactic fs is a quick and itsell, and at the end of the sy process. Each unit test their reactions and see if one nic, take to their heels, or decide to The resolution of the handorhand comes after all the units activated by the care that was played have resolved their actions, So aficr having played acard, you start by performing an action with all the untsit affects, then you resolve all the be table before returning ta the normal course af play. Wha. Fights? Only t onging to units engaged in hand: tohand with no enemies within 3” donot take part in the fight. They are 100 far aay from the melee to take an active part nit In most cases all the gures Fight, tsi umes be scattered over a pret iohand combats on the them, figures me its logical that those individuals who are far away from the combat do not take par. aching Each umit rolls a die for each of its figures in the fight. Ifa unit fights several enemy units, roll the dice ely against each of these units. Bach die rol figure’s Aggression is a which the target mt core equal to or higher than the uceessful attack, against Note: Both sides roll their attacks at the same time. ‘There is no concept of “initiative” in’ Muskets & Tomahavss. Ba ee Se ee snemics. Is best fa this e286 to ae Chremng Sea ae Eee aren See eet » ONVIFOIAINVIP ee ad a eae re We fee es Gras ays eee ee taae iene Bee Seren cig eaaenns me fr ta unit it Each defence die scoring equal to or over the u Defence cancels a snocessful atic ‘which are not cancelled each in Surprise Attacks and Defensive Positions ee ore voll Oe ge eee ee eee ee he es gemma sca ra Sree nent Cee aa es ete enc ents ea eco eran ae Perrier rears ee eee cccee nets 5 Ses peer ee ne career Reese eee eee oe car Gor ee : Oe eee eae ee ee Lone ca ean Soe ie aan) Sie eens e sen ey Each unit removes one figure from their unit for each casualty which they suffer in-combat. Figures which dic not take part in the hand-tohand combat - ie. those more than 3” from an enemy at the start of, the fight - cannot ever be removed! as casualties. The choice of figures to remove is left wo the independent Judgement ofthe player controlling the unit | Bastion ‘After the fight, the units engaged must test their reaction. A unit which has slain all the figures in the + unit (or units) they were engaged against does not need to-test its reaction: methodically massacring their opponents is enough to see them through. A) DEFENDER’S REACTION ‘We always start with the reaction of the units that ‘were engaged in handsohand, namely those that svete charged by enemy un ‘As indigated in the Reactions and Morale chapter, ach of them must roll against the reaction table to determine if they stay in place, recoil, flee or even owt B) ATTACKER’S REACTION ach unit which engaged in hand-tohand must now test their reaction, A unit does not need to test its reaction if all the enemies it engaged have recoiled, fled or routed. Only those sil facing an enemy which hhas stayed in hancHiochand must test their reaction Ifthe unic gets flight" or “rout” resultonits reaction test, it must resolve the fight ot rout If this is not the case, then they must automatically recoil no mater what their result on the reaction table is, as though they had rolled a “Recoil” result ‘The defenders) determination has given them the upper hand, and the attackers ate pushed back, pe oe ae ge eer ae ier ir ele gh eae Rey oe ae Sa peal sec a eri oo) ah ee Nae Cone Meteors Example of combat ‘Arench line infantry unit ane their Officer decide to eng with the enemy. The French line «unit of Austrian lights The units prepare their at * the French tine has 8 fi Tine, Austrian Hight * TheAus soonly 4 oftheir figures have an enemy within 3°. One faces the Officer ‘and 3 face the French line infantry. © All the Austria ry are engaged against the French line The French Tine roll their attack dice separately: They get 5 sucessfil attacks against the Austrian line and 3 success at The French Officers attach against his Austrign adversary he Finch Ofcer ils ‘Among the Austrians, the light facing his attack, rks succeed aginst he Fren The Austrian line get 6 sucesses against che Fench Each st nove roll thelr defence dice ~ ane for each succes ins + 8 dice forthe French ine. Unluckiy tesufers 4 casualties 4 dice for the Austrian light Th ca forthe Austrian line. They suffer 2 casualties. We must now tet the reactions of the oops engaged, We start wath the Austrians because they are the sie which was engaged in hand 5 rol ight, which forces them to take t ther sulfering an extra casualty (see Flight, p36)! The Austrian ine voll No Eft, and so re fighting has fled. The French line must now take their turn to test their reaction, because their opponent didnot fil. They roll. No bot ahi result becomes Recol because te they engaged was not pushed back. In line with th ing from hand-to-hand, they must roll die for rem the uni, suffering a casualty for each wll of 0 French tact sunderwhelmingy. Cera the Austrian Tights hax but the Fr is weren't enough to dislodge the Ai Line, who. proved. quite stubborn. : @ HAND-TOJIAND * “owould be presumptuous to think that the troops involved in a clash of Muskets & Tomahawks would fight the last man, without flinching in the face of danger and casualties suffered. On the contrary, even the bravest soldiers can lose their head at the critical moment. If's natural for men to flee danger, and only discipline, taining, and leadership can overcome the instinct to survive. In Muskets & Tomahavhs, this un-heroie but oh-so-human behaviour is governed by the Reactions and Morale ‘mechanism, which we will show you below. Discipline ‘The concept of Discipline is at the heart of Mushets er dice peice, Sach ee in the game has a Discipline characteristic, expressed a8 a word like Truined rather than a numerical valve Discipline is the sum of several facions that largely exceed individual bravery, It consolidates combat experience, determination, cultural attitudes and combat doctrine into a single factor that governs the individeal’s reaction inthe face of danger Whatever courage we attribute to them, a British soldier m Wellington's army, a Canadian Mohawk, and a Zulu will all have very different reactions when ~ faced with enemy fire. The British soldier's taining + © will have taught him that any unauthorised reireat is insubordination bordering on mutiny; the Indian. will seek to avoid danger and flank the enemy; and the courageous Zulu warrior will demonstrate his bravery by continuing to advance without flinching, We do not judge the courage of these different individvals, but instead ty to translate their reactions in the face of adversity. This is how the Discipline characteristic must be understood. ‘There are six Discipline classes that are found in ‘most Muskets & Tomahawks supplements: Trained, Skirmisher, Nave, Recruit, Warrior, and Conscript. + Troops whose Disciplines Trained havesoid training, erphasiing obedience to orders. They are the most Heel to bold ground without ging into panic + Troops whose Discipline is Skirmisher are light troops, whose goal is manoeuvre or harassment of the enemy: Given their specific role, they tend 10 setteat and give growmd in the face of the enemy, using their mobility to reach a more advantageous position ‘Troops whose Discipline is Native are drawn from ‘peoples whose social structure is often clan-based or tribal. They are not necessarily veteran fighters, and like skirmishers will often try to avoid enemy fire, having never been trained to endure it soically Troops whose Discipline is Recruit are often volunteers who were driven into the armed forces by poverty or passion, without necessarily getting the same tyaining as regular toops. Their ‘experience leads them to give ground easily, but they are less likely to flee than soldiers who were signed up without their consent. + Troops whose Discipline is Warrior are drawn. from arial cultures that prize individual bravery above all else, and demand that it be demonstrated im the face of danger. This courage can seem like oblivigusness, and so once their determination is challenged, it can quickly curdle into-panic. Troops whose Discipline is Conscript have the reactions that any untrained person would when faced with danger: ensuring their own survival They have no training, and litle group cohesion. ® When to Test Your ‘Reaction? The circumstances thelr reaction: listed below force a unit to test + When the unit suffers one or more casualties from enemy shooting, + When the unit suffers at least 3 hits from enemy shooting, even tey silered no casualties because the rolls to kil led + When the nit has suffered volley fire. *-When the unit Is engaged in handxohand by a formed unit + Atte end ofthe resolution of handlo-hand. + When a Morale card is resolved + When cerain special rules or gimeetfctsareresolved Immediately after the resolution ofa shooting attack that infliced at least three hits or atleast one casualty othe unit, the targeted unit must test ther reaction. This test is resolved immediately after the shooting, even before any other units can perform their actions. Hlardeto-Plard, The defender must test thelr reaction at the mor ‘when they are engaged in hand-¢ohand by a formed tn Inaddition, starting with the defender, the participants ‘must test their reaction afier a hand-tohand combat has been resolved. Ifthe defenders don’t recoil or ee, iis the attacker'sturn to test their teaction. If they don't flee or owt, they must always Morale Cad. When the Morale card is played, the sein question can be forced to test the reaction of one or mare of ‘their mits (See Morale Card, p.15). Lransuoh Citumlareny Certain random events, game effects, or scenario special rules can require a unit 1o test their reaction, The conditions for these tests will always be specified in the rules, which will indicate which unit(s) will Ihave to take the test © Taking 4 Reaction Test When anit has to make a reaction test, itrolls a dl0 and applies the relevant modifiers from the lists below. | eee | “4_| The unitisan Officer, orhas atleast one Officer ofits troop type within 6” “ayaa | The unit is comprised of atleast 1/7? | 6 figures/ 10 figures. 192 _| The units formed up. “3 _ | Mhetunitis not an Officer, buts comprised of 3 figures or less, The test follows the resolution of a Morale card | as the Native trait and is +1 _| entirely positioned inside an area offering light ordense'cover. ‘q1_ | Allthe figures in the unit benefited from solid cover against this shooting attack. The testis due to volley firefthe unit has 2 _ | noline of sight to the shooters, or had not spotted them before the shooting attack* z_| The unit suffered atleast 3 casualties from this shooting, [oy | Phe estis due to atllery fine ore fom l formed unit in close order. * Only apply the moifer once een f srl castes apy fem smber of casualties the unit just suflered during the preceding hand- | torhand combat. Your side has atleast wie as many +2. | figures engaged in this ando-hand as the enemy side | -3 | The hando-hand followed a surprise attack. [a [Mow have suffered no casualties, or suffered fewer casualties than the enemy unit (Once the die result has been modified, check it against the uni’ Discipline characteristicom the table below in order to determine which reaction to apply immediately 5 # 3+ or 1 7 Trained | Skirmisher Native Recruit Warrior Conscript Rout Rout Root Rout Rout Rout light Fight Flight Fight Recolland Shaken | Flight Recalland Shaken Fight Recoil and Shaken | Recoil and Shaken Recoil or Shaken Recaland Shaken| Recoil Recoil and Staken| Recoil] Recolor Shaken — Recoil Node Nobile SensequensE c No Elect No Bet No Elect The unit panics and scatters into the wilderness. Each of ts members take flight individually to save thei lives. Remove all the figures from the table. ‘The tmit immediately makes a movement action and receives Flight market This movement action must take them as far away as possible from the unic that caused their light - the unit chat fired on them in the case of a shooting, i, or the enemy unit in hand-tohand. If the flight follows something other than shooting or hand-ohand, the unit must move directly away fom the dosest spotted enemy unit, or towards the closest table edge ifno enemies can be spotted. The with all che figures inthe unit facing the direction they moved in ~ ie. with their backs turmed to thetause of thei flight movemente A.unit cannot remain in close order after fight. fthe'unit flees hand-to-hand, rola die for each! in the unit, For each result of Oto 3, remove a figure from the unit which tool flight ~ they have have been. Killed as they flee. These losses do not cause an extra reaction test Ifthe unt was Shale, it removes its Shaken marker. If for whatever reason a unit cannot resolve its entire ight movement, rola die for eac figure inthe uni For each result that is below the units Rally value (@s indicated in the reaction table), remove a figure from the unit, The movement counts as not enti resolved if one or more figures from the unit we tunable to move their entire movement distance due to enemies or the edze ofthe board ‘Atunitin fight who has o test cher reaction ignores allRecoil, Recoil or Shaken, or No Fifect results. These results have no impact on the unt, which remains in flight 1F the unit sulfers# Fightresul, takes anew fight rove fit rolls « Rout itis removed from the game. Buwit ‘The unit immediately makes a Movement action. This move follows the same rules as a ight move (see above). At the end of the recoll move, the Bgures can change ther facings freely, and the unit ean remain formed f their owner wishes. If they were not formed au the str of the recoil move, they cannot be formed when itends ifthe unt ecole afer handhand, rola defor each figure in the unit For each result of 0, remove a figure ffom the unit which reoled ~ the enemy has take advantage of the confusion to Ill one of your men! ales do not cause an extra teaction test These cas IF for whatever reason a unit cannot complete its entire recoil move, it recoils as far as possible and becomes Shaken, Bao ard Shaher. ‘The unit must recoil AND is Shaken. Luwiboy Shahin You have a choice: either your unitrecoils as described above. or it becomes Shaken. A unit in hand-to-hand, tannot choose to be Shaken. * A Shaken unit risks losing their next action, as described below. ‘A unit which is already shaken must always choose torecoil Yo Xft ‘The unit does notreact, and maintains its composure. The reaction test has no further effect. ® Rallying When a Shaken tinit or a unit in Flight i action, the action is automatically a Ral action. If the unitis Shaken, it must rollva die and add the ‘modifiers which apply to all reaction tests. If the value on the reaction, table, the unit “removes its Shaken marker and can immediately resolve another ‘ction Tike shooting, movement, or reloading” Otherwise, the marker is still removed, but the unit does not resolve another action, Example: F s iors’ Rally value cae cE I the unit is in Flight, it must roll @ die and apy the modifiers which apply to all reaction tests. Ifthe modified result is equal to or over the Rally value on the reaction table, the unit rallies, Each Fgure can change facings 10 face the direction of their choice, bbut they can never make a Movement action, Remove the unit's Flight marker, . TIVUOW ONY SNOLIDVIO UF the tests filed, che unit immediately performs a Slight move (ee Flight above). 2 ® Morale (ard Playing the Morale card (one of which is placed im the shared deck for each side at the start of the game) forces the side whose card is played to make a reaction test for one or more of their units, When a Morale card is played, you must first check whether the side in question has lost atleast 50% of its fighters To do so, just count the numberof figures that have been elituinated, and the number of figares still in play. Ifthe number of casualties i& equal to or higher than the number of figures still m play, the side in question is Demoralised Ika Demoralised side's Morale card is played, every ‘unit in that faction on the table must test their reaction and immediately resolve the effects of this test, starting with their Officers. If the Morale card is played on @ side that is not Demoralised, the player wha played the card must : ‘choose a unit from that sid» comprised of 3 figures or less and which has suffered at least one casualty since the start of the game. This naturally exeludes all Officers, This unit must immediately test their mn and resolve the consequences of sal test. If ‘no units ftom that side fulfil these criteria, the Morale card has no effect. Note that it is totally possible to have to play the Morale card on your own side. In this ‘sis, if up to you to choose one of your own units 10 take the reaction test Areal dilerama! react orgicens ‘somewhat helpless. ‘We group all combatants witha battlefield leadership role under the somewhat generic title of Officers. Lieutenants in a regular army, ranger captains and tribal chiefs are all possible Officers, even in forces ‘which do not have a particularly strict hierarchy “These characters pla a vitel part in games of Muskets & Tomahavks, as you wil realise during your firs few batles. They provide a significant morale bonus during reaction tests, and can grant actions to units via the Forward Boys! card, They also generally have Detter characteristics than those of ordinary soldier, ‘which allows them to distinguish themselves on the sgamaing table. © Officers Duhiistions In Muskets & Tomahawks, a Force can include an (Office for every full 10 other figures itinchides, and must always include a minimum of L (One ofthe Officers must be designated asthe force's commander. They area kind of superior Officer with commang of your roppsand authority ver the other Officers! Officers are vital to forces in Muskets & Tomahawks (see Forces, p.64), since without Officers they are h Officer has a troop type. You can choose the troop type of each of your officers, subject to the following restrictions + There must be a least 10 figures in your force who haave the same troop type characteristic + Tat least half your force consi of figures with a given troop ype, then your commanding Officer most have the same troop type. Example: A British Force in the Fren mains 2 Officers, 20 Regular figures, nds, The commandor’s mop type 18 se type) ora ‘Officers with the Inia An Officer's troop type determines the card which allows them to activate, as well as which troops they can influence positively. ‘An Officer can only grant their reaction test bonus 10 units that share their troop type, as indicated in the action table. An Oifcer can only use the Forward Boys! card to grant an action to a Unit of their troop ype within 6 Example: A Line Officer in dhe ary ofthe Pst E this OF a ‘Acthe heart ofthe action as the battle rages itis hard to spot an Officer among their troops. Therefore, unless they are the closest tamget, you cannot target an Officer for a shooting attack if they are within 6” of figures of their woop type. a fan Officer should be removed as a casualty during a shooting atack, they ean instead remove a single friendly fgure of their woop type situated within 2 instead ofbeing killed themselves ~ regardless of how rmany rolls o kill succeeded against them. The unit swhich lost a figure this way must rest their Reaction as though the figure had been killed by a shooting attack. Officers are treated! like all other figares during hand- to-hand, constituting a unit comprised of a single igure If you want to, you can use the optional Officers’ Duel rule (see Officers’ Duel, p40) to set up single combats between enemy Officers and add a litle panache and colour your games! Aablacard (alerty Like other troops, Oificers have Traits, which are special rules that help distinguish units on the field You will fnd the list of Officers’ Traits in the force lists of Mushets & Tomahawhs supplements, and their polnts cost where necessary ATelentisa particular shill thatsome of your Oficers sul possess if at least half of your foroe is comprised offigures with the same exact troop type (before the addition of special figures dictated by the scenario}. Each Talentis specifica a given troop type, and * can be found in the Muskets 6 Tomahawks supplement in question. if atleast half the figures in your force are of the same toop type, all your Offers of that ‘woop type have the related Talent for fre. Check the Miskets & Tomahawk supplement you are playing with for more details Conmardey ‘The commanding Officer is of special importance to your Force. While they are not generally better than their peets, their loss can severely reduce your control aver your troops. Therefore, if your Commanding Officer is killed, the cost ofall your command abilities increases by L until the end of the game. Authority will cost 4 points, an Order to a unit of 12 figures will cost 5 points, ete Tigitihs jou ey Seren commanding Officer at che start of the game, An Intrigue ss sor of seamdary obttive tha you need to accomplish over the course of the game. Near the. task of tis hook youl nd Gietnogue aes Incrigues, p.70), against which you roll wt the:start of tho (one ployment) pil ou what you need to do w accomplish your commander's Intrigue. Ifyou have not completed your Intrigue by the end of the game, you cannot win. At best, the gare will bea dlawbctween you &your opponent et fy have completed all the scnaro objectives and they Tare plaid bbe 1 ba eye ete an Intrigue and neither has completed 1, the winner ie determined by the scenario condos with n0 further reference to Intrigues. On the other hand, ving had the courage to Sicoee wa apne fos Oe e Tigue and sesal lly, Check pects “Onlis at he end ofthis book wo dentine ‘what gift your Commander has won. uiscompletly allowable -ifnotadvisable ~ to mock an opponent who refuses to bestow an Intrigue on their Officer. I's 3 demonstration of prucdence that is totally unbecoming of @ gentleman ‘who wants to lead soldiers in bottle! As a general rnle, not choosing an Intrigue for your Officer condemns you to serve drinks and snacks to the honourable adversaries who! y This optional rule can only be used with eee nor When an Officer, having resolved Movement action, finds themselves within 6 (ofa spotted enemy Officer within line of sight, Tegecn leat eect mre Officer can refuse the duel, but receives a Shame ‘marker as their courage is seriously questioned by ea ‘An Officer with a Shame marker gives no honusto the reaction tests of units in their force. If the duel is accepted, both Officers. throw themselves into 2 duel. Don't move the figures = wwe assume that they Will finish sparring and Setar es Te ee onc hee een Ce Reece eee kes eens Chas SR en eek Pea a eeac Ree em their Olficer's Aggression. For each result equal to or higher than their Officer's Aggression, the Cee ce ce oneceerces of how many Feinis each Officer gets using chits, eee cet ed ere ete oe honow. The Frenchman throws 8 dice and gets 6 roll Cee ira eae ee ee a a cen swith a result equal to or higher than their Aggression Peo tens ee an ere eee eee eet emma The goal of the duel is wo roll the die with thi ieee aR eee eet eee Psat enone eee tt that die rolled a higher number. Three dice of the same value always be Sera ac ote eee ee pairs, and triples, regardless of their respectiv cates eee ee eS fan a? Nee een ee Seems eet emery Sees ease a See ae ee ae The defender did not manage to beat the attacker's roll. They can spend a Feint to eee eee ese ee oe to increase or reduce the value of one of icin ee ame Tens to beat the attacker's roll, they can once: gain spend a Feint to reoll dice, or two Feints to modify the result of a die Th Sere oem ten ais een eee en ad ot the attacker's rol ~ see below. The defender beat the attacker's roll. ee eee cee ee Secrecy Peet ee Meee eet of one of them. e players will therefore alternate spending ‘ints to try and heat their adversary’s score. fees eee eS cee Peete ete ScD PP eta Lae eee ee feared and unceremoniously stain Seer eee ery Sno eek Hiscard their Shame marker, as theit m eer ern mn cy Examples Les see how the duel we looked at earlier unfolds, ‘The Fienchman opens the duel with an opening thrust by rolling 6 die. He gets an 8,7, 6, 3, 2and 1. His best score eee The Prssant must but this result and rolls his 6 dice in turn, een aoe Nora eee ere The Genchman spends 2 Feints to change his 7 toan 8. He erate ae i Brat eer eee romeo ae Sree eer ae: Cn fray ace ar ee es The Officer of the Grund Armée takes a couple of seconds Pee a acc Seen ne ea i er been ere eee ey ne ee ia cee Se Surprised by this deft manoeuvre, the Prussian has no choice ress eee ene a a fe een erent ua ea iis toll Ifhe gs a third 9, he wil defeat the Frenchman. If not, Pere an ee a at aie Ceara ener tn ee eu) Seen re en eee Pe a a no cea Peer ere ee a survived 10. WOK: AAC Se Jn this chapter, we will show you the weapons that troops invatved in games of Muskets & Tomahawks Berean ane eet ee eee ret oe a Pres Ret eet ena Peeters een ued pee ce ra em eee en ace as een eee unas eee cece ony are provided with long guns by default, and where Reena asc Pee eee pee erence Peete cect nee Sree eae COOL aan eee eats ne eeu 5 This category includes sabres (as earied by Office eee te ry eo eee eae me eke ecm eter eee aac Pc eee mis eater cere Cae en! pore cesta oe eae ee ten ene Peer a eoau aa Perera ano ters en unten Ck Czy Cee ee ee) ced ‘A unit equipped with lances gets a +2 bonus to their Pra eo Oe een See re eke re eu those of another weapon, for example a pistol or ie ee eeu Ra another unit, they resolve their attack rolls first. The Seon enor ee ee ede mu Peers rere eee ne a tem cad ‘wielding unit then makes their defence rolls, but with penalty of -L Note that the efleets described above do not apply if the enemy unit was in a defended position, or if the ‘cavalry unit was slowed by terrain or had to cross an ee eee ® Ranged Weapons See eee ee Pee eee by the majority of troops in the armies of the period, However, they continue to be used by tribal cultures ‘and individual characters like Officers, who are Patera ee “The firsts used forall shooting attacks at up to balf Pe a ae eo naa Rea tener fa single mumber appears tis used forall shooting, attacks at all ranges. Ci Tae ee emcees eee ee eel Pores [iamge 18° Seng 77 LEN age ee perme ene ee ee kc Itis possible to make a shooting attack with a thrown ee nee Peace ee Re at a eo! Prstols are the Olficer’s weapon of choice, but arealso eee anaes Prue ences eee Cn arenes ae emcee ence er acd any figures from the unit have moved. Resolve the Se en peer Pre ont eed ee ene Cet oer nrc toa and the 19th centuries, going from muzzlelosding eee ee erm errs SE cea? Enea eee eee ey shooting with one of these weapons, place a smoke Eee ec ett Pac ‘This marker is removed at the start of the units next Eos a Sec PCE eg ceca acs it grants a bonus on the spotting table (see Spotting, food Ce eee ecg Nea ee Se reduicing the weapon's accuracy and effective range, eee eee saat twas muzzleloaded, a relatively long and awkward cod Pee ca end eer eet fe reer oe Brrr Re ates Mt een omen acy Pen Ron ena oa eres Seen ter one Caine Also called a musketoon, the carbine has a shorter barrel than the musket, making iteasier for cavalry ed See cme Pee Cer rem cae peer ee need reloading time which restricts its use to specialised Pe eee eee ne ae hah: oh ee ee Ree ee pistes cis ere eee mas ec eer eee er ae stil place one Fire marker pee err ee Perera ea PS eee et oe ae ae ee re 5 | From 1830 the introduction of the percussion cap eee eee ot! enact Peres eae mcaaas BaD) cee a amos Se te acura nd pene ee con ood eee Weems First used en masse during the American Civil War, they did not become widespread until the end of the gerry This weapon does not need to be reloaded. However, non eee after each shooting action to represent the inaccuracy eee eee eat not prevent shooting, but every shooter in the unit pee ere e cna rr tes ceca ee ees ce cet once! Pn Certain cavalry unis in the American Civil War were eee “This weapon does not need to be reloaded. However, ee eee cae Steger eso of too enthusiastic a rate of fre. This marker does See er oe ee

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