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Blunder Tests: Before every | activation, roll a Ds. If it scores ax “or a2 the Toff blunders. Roll a Ds to ‘what catastrophe occurs. | Fixed Rolls: Rolls of ¢ are always of a Toff are considered during "combat, It is recommended for "players to use square bases for their |. Toffs. Round bases can be used if Wounds: All Toffs start with 5 wounds besides a few exceptions. sn this number hits zero, the removed from the table. he players put together their . Fach player may only bring a xy or xq? surface t 10 pieces of terrain on » playing surface is Deployment: All players roll off and determine the order of Toff activations from the lowest to highest. The players begin placing their Toffs on any side of the table within # of the table edge. Playing the Game ‘The game is played in rounds, with players altemating in activating their ‘Toff. Bach new round the player that finished activating first ‘on the last round gets to start. Activation “The player activates their ‘Toff and makes 2 blunder test. Afterwards they may make any combination of ‘Move, Shoot, and Reload during ‘that turn if permissible, ‘The player ‘may repeat Actions, unless stated otherwise. MOVE - 6” move. Movement may go around obstacles and does not necessarily need to be a straight line. SHOOT - Fire the Tots weapon at a declared target, taking a Competency test per attack. Add a powder smoke token. ‘Totfs cannot shoot with a powder smoke token. ‘Toffs MUST be facing their target in order to shoot them. RELOAD - Remove a powder smoke token. Charging Instead of using their 3 Actions, a player may choose to have their Toff charge an enemy to get into saber range. The ‘Toff may not use any other Actions after or before a charge. CHARGE - The Toff charges head first into the enemy Toff, moving 6” + Ds toward them. Charges may never be repeated. If the Toff by making a regular Shoot action if permissable, Shooting 3 ‘Toff in range and line of sight may fire at one another. To enter a shooting engagement, a ‘Toff must perform a Shoot action. The activated Toff will have modifies in play depending on how his tar went, © If che Toff moved before the Shoot action, her Competency is unchanged. If the Toff has not yet action, add +1 to. its Competency. If the Toff did not move NOR reload before the Shoot action, add +2 to their competency. Where the target is shor also has modifiers. © If shooting the front face of the target, the TofPs competency is unchanged. If shooting cither side faces off the target, add +1 00 Competency. Efshooting the target inthe back, add +2 to the Competency. For each hit against them, ‘Toffs roll a Ds tying to score their Vulnerability value or higher. Any failed saves results in a wound, Ifa wound is inflicted, che target Tolf ‘weapon in something called a mi attack. A Toff performing each other, using their “engagement, the ‘Toff who suffered ‘more wounds must retreat. If both Tolls suffer the same number of _ wounds, they must continue fighting until a clear winner is decided. Unless stated otherwise, a retreat isa straight movement that goes directly from whatever caused the etreat. The range of a retreat is determined by @ + 1 for every s already one, apply x wound. “Mad in the Bye- Mud got into TofP’s cyc(s}. Competency is 3 -Fix Bayonets- Caught in the ‘moment, your Toff charges at the nearest enemy Toffin line of sight. 4-Cry- Your Tof?’s cowardice kicks in and she rocks herself back and forth in the mud. You may not do anything this turn, 5 -Canght Something- Your To trips on a mushroom. Any move action is reduced by half, 6 -Nervous Biting- Anxious about their surroundings, your Toff accidentally chews off Ds of his fingers and inflicts itself with that many wounds. 7 -Low Blood Sugar- Your Toff hhasn’t eaten much and must make his order of actions in reverse. If a Shoot action is made with a black powder token, something bad happens and the Toff is inflicted with Ds wounds 8 -Son of Man- Motivated by the shiny medals hanging on the ‘opponent? uniforms, the Toff strengthens his resolve and gains back 2 wounds and may make any 1 Action of your choosing. Wounds ‘may not be above the starting umber. ‘Toff are jumpy little fellas. gain a maximam of 6 panic during a battle when the follos 1. They are hit by a shooti attack. They finish a engagement. ‘They blunder. ‘They don’t reach their enemy during a charge. They fail a dangerous terrain test ‘Terrain Cover ‘Terrain: When a Toff is within 2 of a piece of cover, any shooting attempts at them have their Competency reduced by 1. f Impassable Terrain: Toffs are unable to move over impassable terrain in any circumstance, Dangerous Terrain: When moving over a piece of dangerous terrain, roll a Dé. On a x inflict a wound. ‘Thisis a dangerous terrain test. ‘To make the game more interesting, there are a variety of Toffs to choose from. x Average Archie Quirk: Average Archie is really average. He, however, starts the game with 6 wounds. lity: 6+ Quirk: Will is a nice guy who hits people as a hobby. He can reroll charge rolls and make 2 melee attacks instead of one during melee engagements. ‘Quick: Gun Person is really good with guns. Gun Person can shoot twice before being given a black powder token,

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