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Introduction Game Design: Jaye Wiley

What you need to play 1


Cover Art: Jaye Wiley
Turn Sequence 2
Special Cards 2 Interior Spot designs: Ramon Olivera
Actions 3 Playtesters: A lot of people have played over
Reloading 3 the years, but mostly the Basement Generals.
Moving 4 They are, in no particular order: Ken “Lead
Terrain Basics 4 Addict” Boone, Al “Little Al”Troutwine, Chris
Buildings 4 “Cluck Amok” Cluckey, Greg “Where’s the
Shooting 5
cover?” Moore, the 3 Scotts: (Mathews,
Cover & Area Terrain 7
Wounding 7 Wagner and Lindsey), Roger “Just Got
Close Combat 9 Rogered” Reed, John “the New Guy” Fleckal”,
Better Weapons 10 Chad “Don’t look at my record sheet” Gilbert,
Loaded Weapons in Close Combat 10 Nick “Kuski” Wilkowski, Jay “Propaganda
Breaking Down Doors 11 Architect” Reese, Bill “DRT” McHarg, Ramon
Leaders 13 “Silver Fox” Olivera, Steve “Dutch Oven”
Optional Rules 14
Willaredt, Doug “the New, New Guy” Strue,
Traits 15
Scenarios Brett “Polska” Murawski, Marshal “the Boy”
1- Fight at the Farmstead 16 Wiley, and his sister Rowan.
2 - The Road Better Less Travelled 18
3 - Ye Olde Defense of the Bridge 20 My playtesters from Across the Pond: Harvey
4 - Capture the Gun 21 Faulkner-Aston and his son Joe, and Mike
5 - The Last Stand 23
Watson.
Playing at different scales & multi-based
models 24
Special Rules 25 Special thanks goes out to the Fistful of Lead
Yahoo Group for their continued support and
ideas, and anyone over the years who has
played and left a nice review on a web site.
You’re the reason we have a following.

Special, special thanks goes to the overflow-


ing fountain of patience that is my wife
Published by Wiley Game Design
Robin, who understands when I spend way
Copyright Jaye Wiley 2016. All rights reserved
too many hours “playing with my soldiers”.
Horse and Musket

The original Fistful of Lead had been around for


a long time, when in 2001, I was finally talked To play Fistful of Lead: Horse & Musket you’ll
into writing them down and publishing them. need: this rule book (or just the Quick Refer-
The rules have turned out to have a very small, ence sheet), 10-sided-dice (referred to as d10),
but loyal fan base. Those people, who like I, an ordinary deck of playing cards minus the
want rules that can be learned in a couple of Jokers, a tape measure, markers for status
turns, keep the flavor of the period, and are (found in the back of the rules), a place to play,
fast and furious with that Hollywood flair. preferably with terrain and the models repre-
senting you troops.
Over the years, our local group, the Basement
Generals, have carried the original FfoL into
other periods. And it has worked.

The Horse and Musket period has always had Before starting, there are a few things you
appeal to wargamers. There are great need to wrap your head around.
uniforms, differing troop types from natives to
European regulars and the last bit of armored If you’re purchasing these rules, we’re assum-
cavalry. Combine those attributes with many ing you know what a wargame is, so I don’t
differing locales to fight, and what’s not love? have to go into that. The scale is meant for
25-28mm, but you could just as easily use
The drawback has always been which of the 15mm halving the measurements, or just use
myriad periods to dive into? Huge armies centimeters instead of inches.
mean huge money and huge time commit-
ments to painting all that lead or plastic. One miniature equals one man, and as such,
there is no facing. Players should field 5-6
Now, you can try out different periods within miniatures and probably include a leader of
the Horse and Musket era without spending a some type for each group. This could be a
ton of money. In most games, players will only stalwart NCO or Indian war leader.
need at most, 6 miniatures a piece. Games can
have up to 8 players without slowing the game This is NOT a simulation of historical warfare. It
down. Perfect for conventions or large gaming IS a great way to spend a couple of hours with
groups. your friends having fun and playing with
soldiers.
The game is meant to be scenario based.
Several are provided at the end of the rules And, since you paid for these rules, they are
spanning from the French and Indian War to ultimately your rules. If you don’t like some-
the American Civil War. But, coming up with thing, change it.
your own scenarios is half the fun.

This was a time of gentlemanly warfare, so Your companion throughout the rules is
such behavior is highly encouraged. So, don Sgt. Smith, He’s a bit gruff, but he’s got
your powdered wig, straighten your tricorn, some good advice.
and dive into Fistful of Lead: Horse & Musket.

1
Horse and Musket

He throws down his King and takes both actions


1- SHUFFLE CARDS to move to a nearby barn. Next, “Queens!” are
called. Nobody has one, so the turn proceeds to
2- DRAW CARDS, THEN TAKE ACTIONS Jacks. Both Steve and Mike throw down a Jack.
Each player is dealt one card for every model Mike has a Jack of Spades so he goes before
soldier they control. For example, Scott has Steve’s Jack of Hearts. Play proceeds until all
three models in his group, so he gets 3 cards. models have been activated
Ken has two left after a previous turn, so he Got it? Good!”
gets 2 cards. Players are allowed to look at their
own cards, but not the cards of others.

The turn is played out from highest (King) to In addition to activating figures, some cards
lowest (Deuce) card (Aces are explained in have special qualities. They are referred to as
Special Cards, below). Special Cards.

A player or referee is designated as the Caller. They are played just like normal activation
They begin the turn by calling out “Kings!”. cards, but allow the player to do some unusual
Every player with a King card (if there is one) feats and spice up the game. The cards and
throws it down. their qualities are:
Queen of Hearts- If the model activated with
Cards cannot be saved for later. Each card this card has any wounds, (see Wounds, below)
“activates” one of the player’s models. The ONE is healed (remove a wound counter)
player then takes TWO actions with that instantly. The model still has its 2 actions.
model (see Actions, below). Queen of Spades- If the model activated with
this card is Shaken, (see Shaken, below) it
Once a model has been activated and done its recovers instantly. The model still has its 2
actions, it may not be activated again until actions.
next turn. Next “Queens!” are called, and all One-Eyed Jacks (Hearts & Spades)- The
players with a Queen card go, then Jacks, Tens, model activated with this card has a +1 to hit
etc. In the case where more than one player in Shooting.
has the same card, Spades go first, then Hearts, Two-Eyed Jacks (Diamonds and Clubs)- The
then Diamonds, then Clubs are last. model activated with this card has a +1 to hit
in Close Combat.
Sevens (any suit)- The model activated with
this card may re-roll any one die result this
turn.
“Listen up, Recruit! It’s the begin- Sixes (any suit)- The model activated with this
ning of a new turn. Steve has been card may reload automatically. This overrides
dealt three cards, one for each the normal reload rules. The figure still gets 2
model he controls. He gets a King, a actions.
Jack and a 5. Mike has four cards. Deuces (any suit)- The model activated with
The caller calls out “Kings!”. Steve has two models this card may choose to roll 2 dice for either
in cover and one lone soul standing out in the Shooting or Close Combat and pick the best
middle of a field just asking to be a target. result.
Steve decides to use his King to activate the Aces (any suit)- An Ace is wild and can be any
model in the field. card the player wishes. It must, however, be
played in sequence.

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Horse and Musket

“All right. Let’s say Steve has 2 Aces.


He knows he wants to go first in the
turn, so when the round starts and When a player activates a model, it gets TWO
“Kings!” are called, he lays down actions. Some different actions include:
one of his Aces and states it’s the • Moving
King of Spades. If there are no other Kings of • Shooting
Spades out there (i.e. the real one) he goes first, • Picking up / dropping something
since Spades come first in precedence. If, howev- • Getting on / off a horse
er, there was a real King of Spades laid down, the • Jumping from rooftop to rooftop
real one would go before Steve’s.” • Recovering from a Shaken or Wounded result
• Aiming
Here’s another example: Later in the round • Reloading
“Sixes!” is called. Steve’s been holding on to the
second Ace for just the right moment. The other The list can include anything the players can
players have been ignoring one of his models think up (agreed upon by all involved).
because he has “Reload” marker and they know The actions taken by the figure can be differ-
he needs two actions to reload. Steve lays down ent. For instance, a figure could move then
his Ace and calls it a “Six”. His model instantly shoot, or shoot then move.
reloads and takes one of his actions to blast
away at the models that ignored him! That’ll The actions can be the same. For instance, a
teach ‘em.” figure could move twice (run), but not shoot
twice, unless armed, say, with two pistols.
A “real” card always takes precedence over an
Ace impersonating it. As in the example above, It takes one action to attempt recovery from a
a real King of Spades goes before Steve’s Ace Shaken result or a Wound (see Wounds, below).
acting as a King of Spades. If multiple Aces are Only one attempt per turn may be made. If the
played, all acting as the same card, the order of attempt fails, no other actions may be made
Spades then Hearts, etc. takes precedence. but to Fallback (see Moving, below). If the
attempt succeeds, the figure gets one more
Sometimes you’ll end up with more cards than action.
figures. This happens when a player has a
model eliminated before he has a chance to RELOADING
activate it. The player holds on to the extra After a model fires, place a RELOAD marker
card until the end of the turn and tosses it on (either a counter provided or use a cotton
the discard pile. ball) next to the model. It takes two actions to
reload. These actions can not be split up over
WHEN ALL CARDS HAVE BEEN PLAYED (ALL different turns.
MODELS HAVE BEEN ACTIVATED) A NEW
TURN BEGINS. “Let’s say Scott activates a model
and uses his first action to Shoot.
He places a RELOAD marker next to
the model. For the second action
he could move, but can’t remove the RELOAD
marker without spending two actions uninter-
rupted.
He’ll have to wait until next turn, and hopefully
he’ll get a 6 card.”

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Horse and Musket

THE FOLLOWING MODIFIERS APPLY TO


MOVEMENT:
Once activated, models move at the following WOUNDS: -1” of movement per wound, per
rates per Action: action moving.
DIFFICULT TERRAIN: Half rate.
DISMOUNTED: CREEP: 3” WALK: 5” OBSTACLES: -1” for low walls and fences, full
MOUNTED: HORSE: 8” WAGON: 6” action for high walls
UP / DOWN FLOOR -3”
A figure can make any number of turns or face
changes during the course of its movement. Buildings
However, if a model comes within 1” of an Much of the fight can center around buildings.
enemy it must stop and Close Combat ensues The size of your buildings may vary, but the
(see Close Combat, below). general rules governing movement in/out is as
follows: Entering/exiting a building costs noth-
Terrain ing, unless the game scenario has dictated a
Since your game probably won’t happen on a closed/locked door (also see “Knocking down
featureless desert or flat open prairie, let’s deal doors”, below). Going up or down a floor costs
with terrain. 3” of movement.

Terrain effects the game in two ways. By Unless you have a finished inside for your
impeding movement and giving cover. Cover buildings showing the location of stairs, simply
will explained more in the Shooting section. measure the cost for the stairs from the point
We’ll deal with movement now. the figure enters the building. A figure can
appear anywhere on the roof (unless a door is
There are several types of terrain: indicated).
Open: Fairly obvious, nothing that would
impede movement, open fields or streets. No Yes, this does mean a figure could theoretically
Deduction. use an action to move from a doorway to the
Difficult: Includes woods, fields full of crops, roof of a single story building. This can sound
marsh, shallow streams and rubble. Move at unrealistic, but it doesn’t happen very often,
Half rate, i.e. 2.5“ for Foot, 4” for Horse. and it saves the terrain maker from having to
For purposes of the game, cavalry cannot design the “guts” of every building.
enter woods or buildings.
Impassable: Cliffs, wide and deep rivers. As Jumping
the name says, impassable. Some players may wish to have their models
Obstacles: Low walls, fences. Subtract 1” per jump from rooftop to rooftop or across a gap
Move action. High walls take an entire up to 6“ in terrain. A model must use a Move
action. action and roll a d10, halving the results,
rounding down. Add +1 to this number if the
All terrain should be discussed before the model has moved at least 2“ prior to the jump.
game begins so that each player is aware of it’s If the number meets or exceeds the distance,
effects. the model is safe. If he falls short, he falls. Roll
d10 +1 for every 3” fallen on the WOUND
CHART (see below).

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Horse and Musket

“Private Jenkins, being the brave When a model is activated, it can use one of its
lad he is, tries to leap from the actions to shoot. In the swirl of a Fistful of Lead
burning roof of a barn to the next gunfight, all models have a 360 degree field of
building. He uses a Move action fire. As such there is no facing. Each model can
and moves 2 inches to the edge see and shoot in any direction.
and rolls a “5”. Half of five rounded down would
be two. Add +1 for moving at least 2” before the Models can only shoot if they have a straight
jump and that comes to a 4“ jump. Too bad the line of sight that doesn’t pass through any
gap was 5 inches. I said he was brave, not smart.” other model or terrain. This may require
getting down eye level with the model and
Creeping- We’re assuming our models are trying to see what he sees. Laser pointers or
moving cautiously on the battlefield. However, string are helpful for this, but hopefully in the
if they really want to be careful, instead of spirit of good fun, both players can decide if a
normal 5” move, a model can Creep 3”. A creep- model has a line of sight
ing model may go slower but will be harder to
hit. Place a Creep marker next to the model. It Models are only visible inside terrain or build-
is removed as soon as the model makes a ings, if they are within one inch of the door,
normal move, fires, or comes within 12” of the window or edge of the woods. The same is true
enemy. Any enemy shooting at the creeping if they wish to shoot out from inside cover.
model, does so at a -1.
Range is measured from the center of the
shooter model to the center of the target.
There is no premeasuring before firing.
D
A B Once you have decided to shoot you may mea-
sure. If the target is out of range, the shot is
wasted.

E Ranges are listed on the Quick Reference Sheet


C
and are divided between Short and Long.
There is no Close range. That is considered in
Close Combat, below.

If the target is in range, and within the line of


F sight of the shooter, roll d10.

The roll to hit at Short range is 5 or


higher.
Prussian Jaeger A is not at the wood’s edge
and therefore not a target, nor can he shoot
out. B and C are at the wood’s edge and
To hit at Long Range is 8 or higher
considered in Light Cover. Jaeger D is out in
the open with no cover, while E and F get
Heavy cover for the wall.
Miniatures are Perry Miniatures from author’s collection.

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Horse and Musket

Cover
Our little metal or plastic soldiers are forever
stuck in one pose. It would be wrong to think
Ranges are: Short Long that in the their world, the world of the table-
Pistol 6” 12” top, they aren’t actively crouching behind
Rifle* 16” 32” whatever cover they have, trying not to be hit.
Musket 12” 24” Therefore, we have to think of cover in an
Blunderbuss** 6” 12” abstract way.
Throwing Ax/Knife 3“ 6“
Bow*** 9” 18” If a model is behind a linear piece of terrain like
a wall, even though the model may be stand-
* Rifles took a long time to load. After a model ing presenting a large target, in reality he is
has spent both actions to reload, roll a die. On crouched down behind it. If a model is in
1-5 it will take another full turn (2 actions) to contact with a solid wall, or inside a building
remove the RELOAD marker. On a 6-10, the rifle looking out the window, the model counts as
is loaded. The second attempt is always in Heavy Cover, and this is a -2 to the die roll
successful. of any model shooting at it unless the shooter
**Blunderbuss inflict a +1 modifier to the Wound is positioned in such a way to outflank the
roll at Short range, and -1 at Long. (see Wounds, terrain. For instance, the shooter is in the same
below) building or same side of the wall.
***When shooting a bow and an unmodified “1”
is rolled, roll again. If a 1-5 is then rolled, the It’s helpful if the player controlling the model
figure is permanently Out of Ammo. Also, bows states that they are in cover.
do not require RELOAD markers. They may fire
every action. If a model is behind a linear piece of terrain like
a wooden fence, or something less substantial
IMPORTANT: An unmodified roll of “10” is than stone, it is in Light Cover, and there is a -1
always a hit. An unmodified roll of “1” is always a to the die roll of any model shooting at it.
miss and, in addition, the model’s weapon has
incurred an extra “RELOAD” marker due to a Area Terrain
misloaded round, or fouling of the flash pan, etc. Some areas on the tabletop can be identified
Something bad happened. as Area Terrain. These are your woods or tall
crops. They should have a defined edge, and
be called out before the scenario to all players.
A miniature has to be within 1” of the edge to
Range Example
Shooter shoot out, or be shot at.

While in a Area Terrain, models receive the


Musketeer B Light Cover modifier of -1 to be shot at. Models
over 12”.
A 8 or higher more than 1” away from the edge of terrain,
to hit. cannot be targeted. If two models are within
Musketeer A the same feature, both are in Partial Cover and
under 12”.
A 5 or higher A only have visibility of 6”. So if they are more
to hit. 12” B than 6” from each other they cannot target
each other.

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Horse and Musket

SHOOTING MODIFIERS TO THE ROLL: “Our Private Jenkins decides to


There are several situations where there may take a shot into a swirling melee
be a +/- to the To Hit roll. between a French Voltiguer and a
COVER: Light Cover -1 fellow soldier, Private Taylor.
Heavy Cover -2 The distance is Short range. Private Jenkins rolls a
WOUNDS: -1 for each wound the shooting
“6”, which is a hit. He rolls to see who got hit. Odds
model has (see Wounding, below)
the Frenchie gets it, even it’s poor old Taylor.
MOVEMENT: Shooter is mounted -1
Target is mounted -1 Jones rolls a “4” and has some explaining to do to
Target is prone* -1 the Sergeant.
Target is Creeping -1
ACTIONS: -Shooter used first action to Aim +1

* A model cannot voluntarily go prone. Prone


status is only giving to models that are down Each time a model is hit by either gunfire, or
from being Wounded (see below). falling, roll on the following chart:
Roll Result
1-5 Shaken
“Corporal Hanson has his two
6-8 Wounded
actions to take and decides to take
9-10+ Out of Action
a shot at a Mohawk Brave. He is at
Short range. He takes the first A +1 is added to the die roll for each Wound
action to Aim. already sustained by the affected model.
He uses his second action to shoot and rolls a “4”.
Normally, this would be a miss, but because he Shaken:
aimed with his first action this turn, he got a +1 The model takes no damage, but has tempo-
to the roll making it a “5” and therefore a hit. rarily lost courage. Mark them with a “Shaken”
Good work, Hanson!” counter. If in cover, they do nothing but hide. If
in the open, they will move immediately 5”
Shooting into groups- towards the nearest cover (8” if mounted).
A particularly bloodthirsty player may want to Either way, a model can do nothing (no
shoot into a group. To see if they hit their actions) until their next activation (he’s too
target, an innocent civilian or possibly their busy cowering).
friend, use the following procedure: Use a tape
to measure between target and shooter as The next time the model is activated, he must
normal. If the tape crosses over any part of an roll to become “unshaken”.
intervening model’s base, that model is a
potential target. Roll to hit. If a hit is scored, Roll d10. On a “6-10”, he becomes unshaken
randomly determine who is hit. If there are two and still has one action.
targets, odds hits one, even hits the other. If
there are three targets, 1-3 hits first, 4-6 hits On a “2-5”, the model is still shaken but may
the second, 7-9 hits the third and reroll a “10”. fallback up to 5” away from the enemy. They
may not roll again this turn to recover.

If a “1” is rolled, the model has decided to “live


to fight another day” and is removed from play.

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Horse and Musket

If a model is attacked in Close Combat while If a model is Wounded while standing within 1”
Shaken he’ll stand and fight back, but receives of a rooftop edge, roll d10. An even result
a -1 modifier to his Close Combat roll. If the means the figure falls wounded on the
model wins the subsequent melee he will gain rooftop. On an odd result, the figure falls off
back his courage, unshaken. Remove the and rolls again on the Wound Chart, with a +1
marker. to the roll per 3” fallen.

If a model is activated using the Queen of If a model is attacked in Close Combat while
Spades Special Card, it’s automatically unshak- Wounded and on the ground, the figure
en without having to roll, and still gets its 2 remains prone and not only receives the nega-
actions. tive modifier for being wounded, but also a -1
for being prone. Even if he wins the fight, he
Wounded: remains prone until he makes a successful roll
The model is hit and drops where he/she is, to stand.
prone.
Defeated models that are mounted, fall off and
They may do nothing but try to recover next the horse runs off. This may seem unrealistic,
activation. Follow the same procedure from but it’s easier in game terms. That way you
the “Shaken” result above to get up, with the don’t need a separate horse without a rider
exception that rolling a “1” means the model that you have to randomly move each turn.
has died of their wounds. Remove the model
from play. The model may also crawl 2“ after a If you are lucky enough to have separate
failed recovery roll. horses and riders, you may, of course use
them. Use the d10 to randomly move the
From now on the figure has a -1 modifier per horse. Roll a d10. The “point” of the die gives
Wound, to all Shooting and Close Combat you a direction, and the number is how many
attempts, and a -1” to move action per Wound. inches moved.

If a model is activated using the Queen of To show a figure is Wounded, place them on
Hearts Special Card, it automatically gets up their side with a “Wounded” marker provided
without having to roll, removes 1 Wound in the rule book.
marker and still gets its 2 actions. This is the
only way to remove a Wound. Out of Action:
The model might be dead, too wounded to
3 Wounds and the model is Out of Action carry on, or just plain scared. Remove the
model from the table or use some other
If a prone Wounded model is hit and receives a method to show their state.
“Shaken” result, they are not both Shaken and
Wounded. They are still just Wounded. Shaken vs Pinned
In the original Fistful of Lead Wild West rules, a
If a standing Wounded model is hit and model can become pinned from gunfire, ducking
receives a Shaken result they are Shaken, but and sometimes hitting the dirt.
roll to recover as if Wounded with the model I didn’t think this reaction was in the spirit of the
remaining standing. Horse & Musket period. Our stalwart chaps may
get a little rattled or “shaken”, but would never
cower on the ground!

8
Horse and Musket

If the score is a tie, the win goes to model with


the better weapon (see Better Weapons,
below). If neither has a better weapon, then
the tie is won by the attacker.

When model wins a combat by 1 or 2


When a model ends its movement within 1” of
points, they may:
an enemy, Close Combat occurs. This
happens even if the figure used both its
A: Stay locked in combat, with the loser
actions to get there.
Shaken.
As with Shooting, there is no premeasuring.

Before we go any further, some assumptions


have to be made. Close Combat not only
includes fisticuffs, but musket and pistol butts,
bayonets and most importantly close-in
B: Push the loser back up to 2”, with the
shooting.
loser Shaken.
Warning: Close Combat is particularly nasty.
Someone will almost always be wounded or
out of action. Use it for those occasions you
want to settle things once and for all.

The procedure for resolving Close Combat is


simple. The two opponents both roll d10. Both
models add any modifiers to the die roll.
C: Switch places with the loser, with the
loser Shaken.
The highest modified die is the winner and
subtracts the loser’s die roll from his. The differ-
ence in the two rolls give the result on the
following table:

1-2: Winner may push back the loser 2”, or


keep them locked in Close Combat, with the
loser “Shaken”. The winner also has the option
of switching positions with the loser. This may
come in handy to keep from being pushed off
a wall, or backed into a corner.

3-4: Winner knocks loser prone and “Wound-


ed”.

5 or more: Loser is Out of Action

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Horse and Musket

A model cannot be “outflanked” by another Using a loaded weapon in Close Combat


model. When a model comes within Close Models without a RELOAD marker next to
Combat range, the target will turn to face the them, therefore having a loaded weapon, are
attacker. This prevents unrealistic movement at an advantage. They may elect to use that
where the attacker runs past, then around his weapon in the fight. Before any dice are rolled
opponent to hit him from behind. for the melee, a player with a loaded weapon
may elect to roll two dice, and take the best
B If Musketeer A gets any closer roll. This reflects the close-in shooting before
to B, he’’l be within 1” and have
to fight in Close Combat. If he
bayonets clashed. After the fight, any model
1” wants to engage C, he’ll have using this advantage gains the usual RELOAD
to stay wide of B.
marker.
A “Let’s say that French soldier
charging Lt. Brown had a loaded
musket. Before the dice are rolled
the French player decides to use 2
The Concept of Better Weapons dice. He rolls a “5” and a “8” to
Most of your miniatures for the Horse and Brown’s “6”. The French player chooses the “8”,
Musket period are going to be armed with, you thus beating Lt. Brown. The close range
guessed it, the musket. Muskets could be used discharge pushing him out of the doorway.”
like a spear with a fixed bayonet or a club.
Close Combat weapons have no combat Multiple Combatants
bonus per se, but weapon quality and reach If a model is attacked while still in contact with
can influence the combat. another opponent (i.e. they both survived the
last round of close combat, or the combat was
When two opposing miniatures use the same a tie last round), he will turn to face the new
weapon there is no modifier to the combat roll. opponent. A Multiple Combat then takes
If two models fight with different Close place. A Multiple Combat can take place by
Combat weapons, the one with the better intention or accident when a model moves
weapon will benefit from a +1 to their roll. within 1 inch of two opponents.
From Best to Worst: All the models involved roll d10, adding modi-
fiers. The highest roll wins subtracting the
Mounted Lance > Halberd/Pike > Sword > lower roll of his opponent. It is possible for a
Musket with bayonet > Axe > Musket without figure to lose to one opponent, but beat
bayonet or improvised weapon > Unarmed another.
“Pvt. Hicks is mixing it up with a
Yank. He failed to take him out last
“Lt. Brown, brandishing his sword,
turn, and they’re still locked in
is holding the entrance to a farm-
combat. Private Jones decides to
house. A French soldier charges
help Hicks when he is activated.
Brown using a musket and bayo-
They all roll. Yes, when a new model enters the
net.
Brown gets a +1 to his die roll in the ensuing fight melee another fight occurs. Jones’s die is an “8”,
because a sword is a “better” weapon than the beating the Yank’s “6”, which drops to “5” due to
musket in Close Combat.” the minus one modifier for being outnumbered.
The Yank, however, beat Hicks by 2, because
Hicks rolled a “3”. The Yank will have a Wound,
8-5=3, and Hicks gets pushed back before the
Yank goes down. (5-3=2).”

10
Horse and Musket

Breaking Down Doors and Other Obstacles


“Here’s another example: Private Smashing a door down or tearing down a
Black is taking on two Mohawk fence is treated just like a Close Combat,
Braves. The braves roll a “10” and a except the door has a fixed roll depending on
“6”, with Black getting a sorry “3”. its strength.
Being outnumbered, Black has a minus 1 to his
roll, knocking his number down to “2”. Black got Wooden Fence: 3 Door: 4
beat by 8 and by 4 points. One of those is a Reinforced Door: 6 Timber Wall: 7
wound, and the other an Out of Action. Black has Stone Wall or Rubble: 7
to take the worst of the two. Looks like I’m writing
a letter to the Mrs....” Those models attacking a door roll a die and
compare to the “roll” of the door. Just like in
CLOSE COMBAT MODIFIERS TO THE DIE ROLL Close Combat, if you beat the roll, take the
difference and look at the Wound Chart. A
Wounds: -1 for each Wound the figure has. Shaken result means nothing, while a Wound
Mounted: +1 if mounted (if defeated model is damages the structure, and Kill destroys a door
wounded, he is dragged from horse)
or creates a 2” wide hole in a section of wall or
Outnumbered: -1 per attacker after first
(i.e. -1 for facing 2 attackers, -2 for 3 attackers etc.) fence. You may assign structures a number of
Better Weapon: +1 wounds, but I would recommend 3. Wooden
Shaken: -1 fences have the same wounds as a timber
Defending a wall/defensive terrain: +1 wall? Yes, but that’s because it’s easier to
damage the fence with its 3 defense roll.

Redcoats and Natives battle it out in the woods. Miniatures from the collection of Chris Cluckey.

11
Horse and Musket

“Here’s an example of a couple of “Steve rolls on the Wound chart and gets a “7”,
turns. Our two players are Mike wounding Mike’s model. Where’s that Queen of
and Steve. They each control 4 Hearts now?
models. Steve is dealt: “Tens” are up next, but neither player has one, so
it’s on to “Nines”. Steve gets to go again.
He decides to try and close with Mike’s wounded
model and uses both his actions to move. Steve
measures and moves his model 10” (five inches
Mike gets: per move action) and finds he’s short of the 1”
distance to be in range for Close Combat.
Remember, no premeasuring....
“Eights, Sevens, and Sixes” are called but no one
has these cards. When the “Five” comes up, Mike
Steve volunteers to be the Caller and starts with uses it first to move, then shoot. He misses. Give
“Kings!” that fellow a RELOAD marker!
Mike has the King of Hearts so he discards it and The same for Steve when his “Three” is called.
starts to activate a model, but Steve interrupts Steve has now activated all his models.
him. When the “Two” comes up, Mike uses it for its
Steve has decided to use his Ace of Clubs as a wild Special Card ability. Any model activated by the
card King of Spades. Spades go before Hearts in Deuce can roll two dice and take the best result.
suit order. Steve activates first using both Actions At 11” he is within Close range for his model’s
to move, followed by Mike with his King of musket. He rolls a “3” and a “9”, keeping the “9”.
Hearts. Mike moves his model twice. He also rolls a “9” on the Wound chart taking his
“Queens” is called next. Only Mike has a Queen. It target Out of Action.
is the Queen of Hearts, which used as a Special The turn is over. All models have activated.”
Card allows him to heal one wound from the
activated model. Mike has no wounded models, All cards are shuffled.
so this one just gets used as a regular card. On Turn 2, Steve is only dealt 3 cards as one of his
Mike uses the first Action to move his model out models is dead.
into the open, and the second to shoot at one of Mike still gets 4.
Steve’s soldiers. It’s a miss. The model gets a Steve is dealt:
reload marker.
“Jacks” are next. Steve activates another model
and plans to use his first action to aim and his
second to shoot at Mike’s model in the open. Mike has:
By using the first action to aim, Steve gets a +1 to
his Shooting roll.
Steve gets an additional +1 because he activated
his model with a “One Eyed Jack”, which used as
a Special Card, gives him +1 on shooting rolls. When “Kings” are called, Mike uses his King of
Mike’s model is 13” away. Steve’s model is using a Spades to go first, but Steve had also thrown in
musket, making it long range. Long range his Ace as a wild card to be a King of Spades. Mike
requires an 8+ to hit. Steve rolls a “6”. This would has the “real” King and goes first.
have normally missed but the two bonuses give Mike uses his actions to reload. What a waste of
him a final result of 8 (6+1+1=8). A Hit! And a an Ace!
reload marker. Steve shoots and manages to cause one of Mike’s
models to be “Shaken”. RELOAD!

12
Horse and Musket

“Queens” is called and Mike uses


his Ace of Clubs as wild to be a
Queen of Hearts. He activates
his wounded model. A Queen of
Hearts discards a wound and
allows the model to stand and still have two
actions. Mike’s model realizes his wound was just Each player can comfortably control 5-6
a graze and uses an action to shoot back. He models. One model should be leader of the
misses. He uses the second action to duck into group. Smaller groups should have one overall
cover. Another RELOAD marker. leader for a side. Leaders at this scale could be
an NCO, a native war leader, or even a lower
The cards are called until “Sixes” come up. Steve ranking officer. That’s not to say you couldn’t
has an unactivated model with a RELOAD create a scenario where a higher ranking
marker, and uses it to automatically reload. With leader is present, but rarely did a general lead
two actions still left, Steve aims, fires, and kills so small a number of troops into battle.
one of Mike’s unactivated models. He gets a
RELOAD marker. The role of the leader in Fistful of Lead: Horse
and Musket is not only to fight on the tabletop,
Mike uses a Four to try and un-Shaken his final but also lend some special bonuses to his men.
model. He rolls a “3”. His model remains Shaken.
The other Four is discarded. He’s out of models Leaders give a +1 to the die roll to any
now. model attempting to make a roll to recover
from being Shaken or Wounded. The model
Steve has the final model and activates it with his must be within 12” and within line of sight (not
Three. He uses both actions to close with Mike’s blocked by terrain) of the officer to give this
Shaken model. “encouragement”.

He makes it. They fight a Close Combat Both A natural roll of “1” still causes model to route
models are armed similarly. when attempting to become unshaken, and
expire from their wounds if rolling to get up
Mike rolls a “5”, which becomes a “4” because of from a wound.
the -1 for being Shaken. Steve gets a “7” . Steve
beat Mike by a margin of three and Mike's model Leader may also be Hardened Veterans (see
is now on the ground Wounded.” Optional Rules, below).

Here are some examples of states your


D models can find themselves in:
B Rifleman A needs to Reload. B is loaded
E
and ready. C is wounded and prone, while
Rifleman D is Shaken. E is Shaken and
A needs to Reload. He’ll need to recover
from Shaken before he can Reload.
Rifleman F is Wounded but must have
recovered at some point and is now
standing.
C Knuckleduster Miniatures from the author’s hoard.
F

13
Horse and Musket

The following rules are optional and should be 10-Queen: Gutsy. The player’s entire group
agreed upon by those involved before imple- must check morale every time a model on
menting. their side receives a Wound after 50% of the
unit (rounded up) are gone.
Victory Points- King: Ace. Courageous/Desperate. Fight to
Some people just can’t play games without the last.
keeping score. Here are some Victory Points
(VPs): As soon as the above conditions are met, each
member of the unit must roll. The procedure is
Each opposing Wounded soldier: 2 VPs the same as rolling to recover from Shaken or a
Each opposing Out of Action Soldier: 5 VPs Wound.
Other Victory Points should be awarded by
scenario, for example: Capture of an important To check Morale make a d10 Roll:
ford or blockhouse: 10 VPS
1: Model leaves the board if Shaken,
A VP goal should be set, and first to get it wins. Out of Action if Wounded.
For example, first player to 30 VPs in 2 player 2-5: If the model is in the open they
game. retreat one move away from the
nearest enemy and are “Shaken”.
Hardened Veterans and Green Militia- If in cover they are fine.
One model per player may be designated as a 6+: Model is fine, carry on.
Hardened Vet. This figure uses a twelve-sided
die (d12) instead of a d10 for all rolls but those
on the Wound Chart.

Some models, such as civilians or particularly


worthless Militia use an eight sided die (d8) for
all rolls but those on the Wound Chart.

Morale- (highly optional) A morale system is


already built into Fistful of Lead. For instance,
you get less options (cards) as you lose models.
Also, a roll of “1” when Shaken or Wounded
removes a model. But some people want
more. Here is an optional rule for Morale:
Draw a card per player before the game starts.
2-3: Lilly Livered. The player’s entire group
must check morale every time a model on
their side receives a Wound.
4-9: Joe Average. The player’s entire group
must check morale every time a model on
their side receives a Wound after 25% of the
unit (rounded up) are gone.

14
Horse and Musket

Next pull a card for each model’s Negative


Trait.
For more variety, before starting the game, 2: Sickly- +1 to all Wound rolls made against
pull a card for each model and compare to this model.
chart below. This is that model’s Positive Trait.
3: Coward- Must roll a 5+ before engaging in
2: Stone Killer- +1 to all Wound rolls against Close Combat.
opponents.
4: Lousy shot- -1 to hit when Shooting.
3: Nerves of Steel- Ignores first Shaken result.
5: Slow- -1” to movement Actions.
4: Stealthy- -1 to be hit if target of Shooting.
6: Buckets of Bullets- When shooting if a “1” is
5: Quick- +1” to movement Actions. rolled), roll again. On a “1, 2 or 3” the model is
completely out of ammo for the rest of the
6: Deft- Reloading only takes 1 Action. In other game. No Shooting.
words, they may be able to fire every turn. If
rifle armed, the model still takes 2 Actions to 7: Unlucky- Each enemy model may re roll any
reload, but ignores the special extra roll usually die roll against you once a turn.
needed.
8: Gunshy- -1 to Wound rolls made against
7: Lucky- May re roll any die roll once a turn. opponents.
8: Clever- Model gets 2 cards at beginning of 9: Weakling- Model can only take up to 2
the round. Player must choose which one to Wounds instead of 3.
use and discards the other.
10: Lilly livered- -1 to all Shaken rolls.
9: Tough as Nails- Model can take up to 4
Wounds instead of 3. Jack: Sissy- -1 to all Close Combat rolls.
10: Coolheaded- +1 to all Shaken recovery- Queen: Drunk- Starts game as if has one
.rolls Wound already (with all the minuses associat-
ed). Can “heal” during the game as usual with a
Jack: Deadeye- +1 to all Shooting rolls Queen of Hearts.
Queen: Sawbones- May heal other models. King: Green- Figure uses rules for Green
Model must move next to the wounded and Militia.
expend an Action to roll 5+. If successful,
wounded figure heals one wound. If a 4 or less Ace: Choose two more cards
is rolled, a wound is inflicted. If Positive/Negative Traits counter-act each other, (For
example a Positive Ace”Veteran” & a Negative Ace
King: Veteran- Model uses rules for Hardened “Green”) draw again.
Veteran. This will require a bit of record keeping to remem-
ber who has what. The easy thing would be just
Ace: Choose one of the above except Veteran. give your leader traits. The other way would be to
name each miniature on a small card with their
corresponding traits.

15
Horse and Musket

The single player should control the settlers.


Unbeknownst to the Native player, the farm-
stead is not lightly defended by a farmer and
Coming up with, then playing out scenarios, is his wife. Four colonial Rangers, on leave from
what Fistful of Lead is all about. Whether it’s the fighting and on their way home, have
getting inspiration from movies, or writing stopped in for the night. They’ll help defend
them yourself, a good story can make all the the settlers at all costs.
difference. Included are several sample scenar-
ios from different periods within the Horse and Set Up:
Musket time line. Each includes extra rules that The Native player(s) set up anywhere in the
add flavor to the period, but the scenario itself woods. As a reminder, a model may only shoot
could easily be used for different periods. out of terrain, or be targeted if within an inch
of the edge.
Scenario 1: Fight at the Farmstead The Settler/Ranger player may set up
French and Indian War for 2-4 players anywhere within the cabin or fenced in area.
Table size 4’ x 4’

One aspect of warfare during the French and Woods Woods


Indian War involved hostage taking. Many
natives used the captured as bargaining chips
with the white settlers, or used them just to fill
their own depleted tribal ranks.
House

For this scenario, one to three players will take


on the role of the raiding party, controlling 9
Natives. They should be armed with a mix of
muskets and hand-to-hand weapons. Their
goal is to capture the isolated settlers, a lone
farmer and his family.
They receive 10 Victory Points for every settler
Woods Woods
they capture by carrying off the board.

British Light Infantry scout ahead looking for Rebels. Wargames Foundry Miniatures from the collection of Jon Fleckal.

16
Horse and Musket

Minutemen defend a fence line.


Wargames Foundry Miniatures from the collection of Jon Fleckal.

Capturing- Instead killing an opponent in


Close Combat, you may capture instead. A
Natives- Native Americans weren’t particularly player must declare they are trying to capture
found of fighting out in the open. They and a Close Combat is fought as usual,
preferred ambush and what we would call although the attacker is not allowed to fire
today, guerrilla tactics. When in the woods, any their weapon. The loser is captured instead of
roll to recover from Shaken or Wound, gets a Shaken, Wounded, or Killed. If the defender
+1. Any roll to recover from a Shaken or Wound wins the combat, the player trying to capture
in open terrain or building, is at a -1 to the roll. still suffers the ill effects of combat (Shaken,
Natives have no movement penalty in the Wound, Death).
woods. If captured, the figure is now under control of
In addition, if a Native leaves a wooded table the player who captured them. The figure does
edge, they may re-enter any other wooded not receive a card. The hostage taker moves
table edge after missing one turn (don’t deal a the hostage when they Activate.
card for them). This simulates their knowledge This hostage must stay in base to base contact
of the local environment. They know every with his/her captor. They may only be released
short cut and deer track. when their captor is Wounded or Killed.
Shaken won’t do it.
If the Captor and his hostage are shot at, the
hostage may be hit (see Shooting, page 7). If the
hostage is freed, they will be dealt a card as
usual next turn.
One model can only have one captive at a
time.

17
Horse and Musket

Scenario 2: The Road Better Less Traveled


American War of Independence for 2-4 players The American forces should consist of 2
Table size 4’ x 4’ groups of 5 miniatures. One miniature of the
10 should be an officer or NCO and rated as a
The British are attempting to get a supply Leader.
wagon down a wood lined, lonely road. The
perfect place for an ambush!
Woods
Set Up:
The British player(s) start with a horse drawn
wagon or cart and two units of 5 miniatures.
One miniature of the 10 should be an officer or
NCO and rated as a Leader (see Leaders, pg 13). British start
The British must set up on the road at one end.
All miniatures in a unit should be in base to
base contact to simulate them being on the
march. After cards are dealt, they are free to
move about. The wagon should be placed
between the two units. Woods

The American player(s) will start in the woods


to either side of the road and follow the
Ambush Special Rules (see below).

These rules were designed for the low level While battles raged in the Middle Colonies,
warfare that happened on the fringe of countless raids and counter raids were being
conflicts. Wargaming the big battles are fun, fought in the Northern and Southern Colo-
but sometimes just out of reach of most nies between Loyalists, Rebels and Indians.
gamer’s budgets and time. Most wargamers tend to jump from period
I’ve always been fascinated by the raids, or genre to the next as we see some inspira-
skirmishes and guerrilla wars that happened tional movie or book. We say, “That’s cool!”
during these larger conflicts. and start buying hordes of models that sit in
In fact, if you look at the Age of Horse and a pile after we paint a couple dozen, when
Musket, or the Black Powder era, the number the next shiny thing meets our eyes.
of skirmishes far out number the large Here’s a chance to collect and paint a small
battles. The French and Indian Wars were group of miniatures for that period you’ve
filled with countless firefights and raids been excited about without emptying your
between the two sides. There are only a wallet.
handful of large battles to be fought on the Find a chapter from your favorite heroic
North American front of the Seven Years War. historical fiction novel or movie, grab these
The same could be said for American War of rules, and get to gaming!
Independence.

18
Horse and Musket

For added fun, the first time a weapon is


discharged within 6” of the horse, roll a d10. On
Ambush- The American Militia player starts 1-5 it’s fine, 6-10 it will spook. Roll the die
hidden. Rather than rely on a hand drawn map again, the number is the distance the wagon
and secret placement, simulate the ambush by travels, the “point” of the d10 is the direction it
doing the following: goes.
Keep the ambushing miniatures off the table
for now. Deal the American player cards as Victory Conditions:
usual. When a card comes up for activation, the - The British get 20 VPs if they are able to get
ambushing player has the option of passing, the wagon off the far side of the table. They
and keeping his miniature off the table for MUST exit the table on the road.
now, or placing it on the battlefield. When - The British get 1VP for each wounded (at the
placing the miniature, it must start in cover, in end of the scenario) American Militia, and
the woods in this case, and more than 12” from 5VPs for each one Out of Action.
any enemy miniature. Once placed, that minia- - The Militia get 1VP for each wounded (at the
ture stays on the table and is “in the game”. end of the scenario) Redcoat, and 5VPs for
Appearing on the table costs one action so each one Out of Action.
they will only have one action this turn. If they - The Militia get 20 VPs if they capture and
use that action to Shoot, they may do so at a hold the wagon
+1 this turn only, to represent surprise.
However, miniatures that have passed must “The British will have to play
wait until the next turn. At that time, they may their cards very carefully in
pass again or be placed on the battlefield. order to keep the column
moving. They do not want to
The Wagon- If you’re lucky enough to have a create a bottle neck by having soldiers in the
wagon with a driver figure, the player back of the column moving first and running into
controlling the wagon will be dealt an extra the ones up front. They could, however, just move
card. This is used to move the wagon. If you their troops off the road to engage the Rebels.
don’t have a driver, assign one of the minia- However, this could leave the wagon vulnerable.
tures from a unit to lead the horses. In this Also, if the British hang around too long, they can
case, no extra card is dealt. still lose by getting too many men killed. They
When activated, the wagon moves at the should try to exit the table as soon as the wagon
normal walk speed of a man (5”) per move is safely away.
action if on the road. If the wagon begins a turn
not on the road, roll a d10. Again, this scenario is very customizable, both by
1-4: The wagon is stuck. 5-10: No effect moving to another period, or by layering in other
You must make this roll any time the wagon rules. You could give the Americans the “Native”
begins a move not on the road. rules, for example, letting them pop out, shoot
If stuck, the only action you may take is to try then fade into the woods to appear elsewhere.
to get it unstuck. Roll as above. A failure ends You could rate some of the Militia as d8s or give
the wagon’s turn. A success allows a single some Rifles, as seen in the next scenario.
move action.
To capture the wagon, the driver or soldier If you think the scenario is too easy, try making
leading the horses must first be wounded or the road longer, or give the Rebels more troops...”
killed by Shooting or Close Combat. For the
purpose of this scenario, you cannot shoot
the horse pulling the wagon.

19
Horse and Musket

Scenario 3: Ye Olde Defense of the Bridge


Napoleonics 3-5 players
Table size 4’ x 4’
The River: The river should bisect the battle-
French scouts are trying to find a suitable river field and is treated as impassable terrain,
crossing to make a sweeping flank move. except using the bridge and at the ford. The
Unfortunately for them, the only bridge is ford is only a few inches wide, still counts as
guarded by a thin red line. difficult terrain and will cost -1” to movement
per Action. Both sides should know about the
Set Up: location of the ford, but it is not important for
The French player(s) start anywhere along the victory.
“southern” edge of the board with three units
of 5 miniatures. One miniature of the 15 must Rifles: Rifles not only have a longer range than
be an officer or NCO and rated as a Leader (see muskets, but they require more time to reload.
Leaders, pg 13). Their mission is to capture the After a model has spent both actions to reload,
bridge and the road where it leaves the table roll a die:
on the far side before night falls.
On 1-5 it will take another full turn (2 actions)
The British player(s) will start anywhere “north to remove the RELOAD marker. On a 6-10, the
of the river, (see River Special Rules, below). rifle is loaded. Any subsequent attempts after
do not require a roll.
The British forces should consist of 2 groups of
5 miniatures. One miniature of the 10 must be Activating a Rifleman with a “6” card, or a Ace
an officer or NCO and rated as a Leader. In used as a “6”, will in true cinematic fashion, still
addition, up to half can be armed as Riflemen, automatically reload.
see Rifle Special Rules (see below).
“Last turn Private Brown fired his
Their mission is the keep the bridge and road Rifle and starts this turn with a
secure before French reinforcements arrive en RELOAD marker. He spends both
masse. his actions to reload, then rolls a
die. He rolls a ”4”.
Woods That rifle is being stubborn! Brown still has the
RELOAD marker. Next turn, that RELOAD marker
Farmhouse comes off in the normal fashion if he spends both
actions to do so. No roll required.
Trees Brown is lucky and is activated using a “6” card,
Bridge which means the RELOAD is automatically
removed, and he is ready to fire using his first
Action.”

Ford Time is Running Out: For this scenario, both


sides must finish quickly. To simulate this, put
both Jokers back into the deck. They’re played
just like the lowest suit Ace, but each time a
Road

side uses it take note.


Woods

20
Horse and Musket

Once the British play their sixth Joker, night The Confederates player(s) will start in either
has fallen. If the French are not in control of the wooded section.
bridge or the road at the board edge opposite
they do not get a victory. A British victory. The Confederates should outnumber the
Yankees by at least 2 -1 to stand a chance of
Once the French play their sixth Joker, the winning. Forces should consist of 4 groups of 5
French column arrives in too much force to be miniatures. Two miniatures of the 20 must be
held off. A French victory. officers or NCOs and rated as a Leader. Their
mission is the capture the cannon.
Victory Conditions:
- The French win a Major Victory if they hold There is quite a bit of open ground between
both the bridge and road where it exits the woods and hill, so it will be bloody.
board before night falls ( see Time is Running
Out, above). Holding means you have more
models on or near the objective than the Wall
enemy.
- The French win a Minor Victory if they hold Hill
one of the objectives before night falls, or the
they play their 6th Joker.
- Anything else is a British Victory.
Wall

This scenario is designed to keep the forces Open Field or Farmland


moving and create a sense of urgency. The
defender must be careful about how they set
up. Too thin, they will be overwhelmed. Too
concentrated and they risk being outflanked.
Woods
Woods
Scenario 4: Capture the Gun
American Civil War 3- 6 players (6 ideal)
Table size 4’ x 4’

The Yankee guns are pounding the Rebs


good. It’s time to take one of those guns out! Cannon: Civil War gun crews could number up
to 8 men, but for this scenario we going to
Set Up: make that number 6. Each time the cannon
The Union player(s) start with a cannon and 6 fires (see below), place 5 RELOAD markers
artillerymen on the hill. Artillerymen are beside it. Any model within 1” of the gun can
armed with Revolvers (see Special Rules, remove 1 RELOAD marker per turn. Thus, each
below). Five regular infantrymen armed with crew member can use their 2 Actions a turn to
muskets start behind either or both of the remove a RELOAD marker and have it ready to
walls. One miniature of the 10 must be an fire again next turn. One model must use an
officer or NCO and rated as a Leader (see Action to fire the gun, and then the process
Leaders, pg 13). Their mission is to drive the starts over. This could potentially mean the
Confederates away by destroying the attack- Cannon fires every turn, and a well drilled gun
ers. crew could historically fire very rapidly. Best to
kill those gun crew off!

21
Horse and Musket

The cannon can elect to fire either ball or Mounted: Some officers of the period elected
cannister. If they fire ball, use a tape measure to ride around the battlefield. Anytime you use
to draw a straight path from the tip of the gun mounted models it will require both mounted
straight out anywhere within a 45 degree arc and dismounted version of said model(s).
(template in back of rules). Any model the tape Besides giving the model increased move-
passes through even partially may be hit by ment, being mounted confers upon the
the cannonball. model:
A +1 to Close Combat if they are the instiga-
Starting with the closest model roll to hit : tor. That is, if the model made contact this turn
0-24” hits on 5+ to engage in Close Combat, they get a bonus.
24+” hits on 8+ If, however, they were the ones attacked, they
Cover modifiers apply. don not get the +1 bonus.

If the cannon fires cannister, use the appropri- Combined with a sword or lance, a mounted
ate template in the back of the rules. For any model can be very dangerous. Best keep those
model even partially under the template, infantrymen together if horses are around, to
instead of rolling to hit each model, go directly give them the numbers in combat advantage.
to the Wound chart. This means every model
under the template will automatically be It is also harder to shoot while mounted. A -1
either Shaken, Wounded or Dead. modifier is applied to any mounted model.
Hitting a swift moving target is hard, too. Any
For purposes of this scenario the cannon model shooting at a mounted model has a
provides Partial Cover to anyone within 1” of -1 modifier to hit as well. Targetting the poor
the gun. horse would be unsporting!

Non-artillerymen may man the gun as long as A mounted model that becomes “Shaken”
at least one of the original crew is alive and should roll a d10. This is number the model
neither pinned nor wounded. should fall back away from visible enemies.
They remain mounted. Otherwise, rules for
Repeaters and Revolvers: By the time of the become unshaken are the same for all models
Civil War, most officers and some enlisted men (see Wounding, page 7).
carried revolvers. Just like in the original Fistful
of Lead, pistols of this period don’t need to A mounted model that is Wounded, however,
marked after every shot with a RELOAD is replaced with a dismounted version of the
marker. Instead, only give models armed with model. Their horse has run off. Alternatively, if
revolvers RELOAD markers if they roll a natural you have riderless horses, feel free to “scatter”
“1” when shooting. Otherwise, they may fire the horse d10 inches away from the rider. If he
with every ACTION they have available. They is able to stand up on an Activation, he may
are assumed to reload when possible. move to the horse and remount by using an
Action.
You may also arm some (I would say only a few
for balance) of your men with repeating rifles.
These would be the Sharpe’s carbines and
Henry Rifles of the war. They have the same
ranges of muskets, but do not suffer the
RELOAD after every shot.

22
Horse and Musket

Victory Conditions: Setup


- The Union side wins a Major Victory if theyput The battlefield should have a walled or
Out of Action or Wound half or more of the fortified compound or barracks in the center,
Confederate models. Once this happens the with at least two gates or entrances. This
game is over. would be a great chance to use the Breaking
- The Confederate side must capture the Down Doors rules, page 11. The walls should be
cannon by driving off the Union troops for a taller than model height.
Victory.
The rest of the board should feature a mix of
Obviously, this scenario can be easily adapted small buildings and cover around the edges.
to other periods. You could also layer in the The defenders should have some open terrain
“Time is Running Out” Special rule from the around their fort to pick off the attackers.
previous scenario, too. The Legion player (defender) should have 2
units of 5 models. One of these units should
Scenario 5: the Last Stand have a Leader.
The Maximilian Adventure 3-6 players (6 ideal)
Table size 4’ x 4’ The attackers, the Republican Mexican
player(s), should outnumber the defenders by
From 1864 to 1867, Mexico was ruled by a 2 to 1. It works best to make units of 5. One unit
puppet government of the French Empire run should contain a Leader, and one unit can be
by Archduke Ferdinand Maximilian. As such, it all peasants armed only with farm implements
is sometimes a referred to as the Maximilian and machetes. They should be rated as Green
Adventure. It is often over looked by warga- Militia (see page 14).
mers but is a fun period to delve into. The
period is full of colorful troops and unit types.
There are Belgian Jaegers, Mexican Lancers,
machete wielding Indians, Egyptian infantry,
and of course, the French Foreign Legion to No Surrender- The situation looks hopeless,
name a few. but for the defenders it is better to die with
honor. All rolls made to recover from Shaken or
For this scenario, as usual, the Legion is out Wound, are done so with a +1 modifier. In
gunned and outnumbered. How long can they addition, if natural “1” is rolled, the model does
hold out? not automatically die of their Wounds or “Live
to Fight Another Day”.

Limited Ammunition- On top of being


surrounded, the garrison is sorely lacking in
ammunition. To simulate this, Anytime the
defenders roll a natural “1” when shooting, roll
the die again. If the roll comes up odd, then
Walled that model is out of ammunition for the
Barracks
remainder of the game. Mark them with an
“Out of Ammo” marker found at the back of this
book. It’s down to cold steel now.

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Horse and Musket

Optionally, you may add another layer to this As with the others, this scenario could easily
rule. A model marked Out of Ammo may replen- take place in another period. It could be a
ish his supply if he can move adjacent to a dead wooden redoubt in the North American
defender and spend one Acton to take the wilderness attacked by Indians. It could be a
ammunition from his fallen comrade. They are small section of a larger fortress during the
no longer Out of Ammo. Seven Years War. It’s really up to you.

Ladders- The attackers are equipped with two


ladders per unit of 5. A single model can carry
one ladder, but is unable to shoot while carry-
ing the ladder. Additionally, if they are
attacked in Close Combat while carrying the
ladder, they suffer a -1 to their die rolls while
fighting.

Models carrying a ladder move at 4“ per action


instead of the normal 5” while encumbered by
the ladder.

Once a model moves within 1” of a wall, they Fistful of Lead: Horse & Musket was written with
may place the ladder by expending an Action. 28mm scale miniatures in mind, but that
To climb, simply Move, measuring the vertical doesn’t mean you can’t use other scales.
distance to the top.
15mm is a great scale for skirmish. You can
The placement of the ladder may be contested field forces for little money or time invested. To
by a defender. If a defending model can reach play, you can use the scales as is. If you feel this
the ladder they treat it like a Close Combat looks strange I would halve all ranges round-
fight. Both sides roll a d10. The defender gets ing up, or convert all ranges from inches to
to add a +1 to his roll. The high roll wins. If the centimeters.
attacker wins, the ladder stays in place. This
may lead to another Close Combat at the top For 54mm, true toy soldier scale, I would just
of the ladder. If the defender wins, the ladder is play as is.
pushed away. A model on the ladder at the
time must suffer a fall. Roll d10 +1 for every 3” If you have multiple miniatures based on a
fallen on the WOUND CHART. stand, you can easily play FfoL: H&M as is.
Simply treat each stand as you would a single
If you don’t have a ladder, a paper counter model.
ladder is provided at the back of the book.
Think of it as a small skirmish group. Each
Victory Conditions “Wound” is actually a fallen soldier. An “Out of
- The Legion won’t surrender. In order for the Action” is the elimination of the group.
Mexicans to gain a Victory, they must kill every
Legion model. This allows you to play large looking skirmish-
- If at any time, the Mexican Dead or Wounded es like the storming of a fort or a pre-battle
equal or exceed half their starting force, they firefight by scouting forces, without changing
will quit the field, giving the Legion victory. the rules.

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Horse and Musket

For ease of reference all the special rules are listed here in one place.

Ambush- A player can start hidden. Rather than rely on a hand drawn map and secret placement,
simulate the ambush by doing the following:
Keep the ambushing models off the table for now. Deal the Ambushing player cards as usual. When
a card comes up for activation, the Ambushing player has the option of passing, and keeping his
model off the table for now, or placing it on the battlefield. When placing the model, it must start in
cover, and more than 12” from any enemy miniature. Once placed, that model stays on the table and
is “in the game”. Appearing on the table costs one action so they will only have one action their first
turn. If they use that action to Shoot, they may do so at a +1 this turn only, to represent surprise.
However, modelss that have passed must wait until the next turn. At that time, they may pass again
or place on the battlefield.

Cannon: Each time the cannon fires (see below), place 5 RELOAD markers beside it. Any model
within 1” of the gun can remove 1 RELOAD marker per turn. Thus, each crew member can use their
2 Actions a turn to remove a RELOAD marker and have it ready to fire again next turn. One model
must use an Action to fire the gun, and then the process starts over. This could potentially mean the
Cannon fires every turn, and a well drilled gun crew could historically fire very rapidly. Best to kill
those gun crew off!
The cannon can elect to fire either ball or cannister. If they fire ball, use a tape measure to draw a
straight path from the tip of the gun straight out anywhere within a 45 degree arc (template in back
of rules). Any model the tape passes through even partially may be hit by the cannonball.
Starting with the closest model roll to hit :
0-24” hits on 5+
24+” hits on 8+
Cover modifiers apply.
If the cannon fires cannister, use the appropriate template in the back of the rules. For any model
even partially under the template, instead of rolling to hit each model, go directly to the Wound
chart. This means every model under the template will automatically be either Shaken, Wounded or
Dead.
The cannon provides Partial Cover to anyone within 1” of the gun.
Non-artillerymen may man the gun as long as at least one of the original crew is alive and neither
pinned nor wounded.

Capturing- Instead killing an opponent in Close Combat, you may capture instead. A player must
declare they are trying to capture and a Close Combat is fought as usual, although the attacker is
not allowed to fire their weapon. The loser is captured instead of Shaken, Wounded, or Killed. If the
defender wins the combat, the player trying to capture still suffers the ill effects of combat (Shaken,
Wound, Death).
If captured, the figure is now under control of the player who captured them. The figure does not
receive a card. The hostage taker moves the hostage when they Activate.
This hostage must stay in base to base contact with his/her captor. They may only be released when
their captor is Wounded or Killed. Shaken won’t do it.
If the Captor and his hostage are shot at, the hostage may be hit (see Shooting, page 7). If the hostage
is freed, they will be dealt a card as usual next turn.
One model can only have one captive at a time.

25
Horse and Musket

Natives- Some Natives weren’t particularly found of fighting out in the open. They preferred
ambush and what we would call today, guerrilla tactics. When in the woods, any roll to recover from
Shaken or Wound, gets a +1. Any roll to recover from a Shaken or Wound in open terrain or building,
is at a -1 to the roll.
Natives have no movement penalty in the woods.
In addition, if a Native leaves a wooded table edge, they may re-enter any other wooded table edge
after missing one turn (don’t deal a card for them). This simulates their knowledge of the local envi-
ronment. They know every short cut and deer track.

No Surrender- The situation looks hopeless, but for some troops it is better to die with honor. All
rolls made to recover from Shaken or Wound, are done so with a +1 modifier. In addition, if natural
“1” is rolled, the model does not automatically die of their Wounds or “Skedaddle”.

Repeaters and Revolvers: By the time of the Civil War, most officers and some enlisted men carried
revolvers. Just like in the original Fistful of Lead, pistols of this period don’t need to marked after
every shot with a RELOAD marker. Instead, only give models armed with revolvers RELOAD markers
if they roll a natural “1” when shooting. Otherwise, they may fire with every ACTION they have avail-
able. They are assumed to reload when possible.
You may also arm some (I would say only a few for balance) of your men with repeating rifles. These
would be the Sharpe’s carbines and Henry Rifles of the later Horse & Musket period. They have the
same ranges of muskets, but do not suffer the RELOAD after every shot.

Rifles: Rifles not only have a longer range than muskets, but they require more time to reload. After
a model has spent both actions to reload, roll a die:
On 1-5 it will take another full turn (2 actions) to remove the RELOAD marker. On a 6-10, the rifle is
loaded. Any subsequent attempts after do not require a roll.
Activating a Rifleman with a “6” card, or a Ace used as a “6”, will in true cinematic fashion, still auto-
matically reload.

The River: If a river should bisect the battlefield and is treated as impassable terrain, except using
the bridges and fords. The ford is only a few inches wide, still counts as difficult terrain and will cost
-1” to movement per Action. You can decide if both sides should know about the location of the
ford.

Settlers/Civilians- Farmers and settlers are not soldiers. To simulate this lack of combat training,
they use an eight sided die (d8) for any combat they do. They also use a d8 for the “to Wound” chart.
This means the worst they can do to an unwounded foe is wound them.

Time is Running Out: For some scenarios, both sides must finish quickly. To simulate this, put both
Jokers back into the deck. They’re played just like the lowest suit Ace, but each time a side uses it
take note.
Once one side plays their sixth Joker, night has fallen, reinforcements arrive, or whatever fits your
scenario.

26
Horse and Musket

The Wagon- If you’re lucky enough to have a wagon with a driver figure, the player controlling the
wagon will be dealt an extra card. This is used to move the wagon. If you don’t have a driver, assign
one of the miniatures from a unit to lead the horses. In this case, no extra card is dealt.
When activated, the wagon moves at the normal walk speed of a man (5”) per move action if on the
road. If the wagon begins a turn not on the road, roll a d10.
1-4: The wagon is stuck.
5-10: No effect
You must make this roll any time the wagon begins a move not on the road.
If stuck, the only action you may take is to try to get it unstuck. Roll as above. A failure ends the wag-
on’s turn. A success allows a single move action.
To capture the wagon, the driver or soldier leading the horses must first be wounded or killed by
Shooting or Close Combat. For the purpose of most scenarios, you cannot shoot the horse pulling
the wagon.
For added fun, the first time a weapon is discharged within 6” of the horse, roll a d10. On 1-5 it’s fine,
6-10 it will spook. Roll the die again, the number is the distance the wagon travels, the “point” of the
d10 is the direction it goes.

Frequently Asked Questions Game Philosophy


“No Hold Card?” or “No Overwatch?” I wanted a game where every player was
- This question comes up time to time. Over involved during a turn. Rather than the tradi-
the years we have playtested letting models tional “rolling for initiative” followed by “I
give up an action to hold their second action, go-you go”, I chose a card driven turn system
and thus interrupt another model’s action which seemed very appropriate for the Old
later. West, and as it turns out, other periods.

What always ended up happening was a lot of I left the actual mechanics of Shooting and
standing around waiting. The game is about Close Combat very simple, so players new to
wild skirmishes and whirling action, not wargaming and old veterans alike could pick
standing around in cover waiting. I think it up easily. But the game is by no means easy
you’ll find it more fun the way it is. in tactics. Decisions change constantly based
on what cards you have, or don’t have, and
“My model has a pistol and a musket. I just fired what each opponent does.
my musket and need to reload. Can I use my
second action to pull my pistol and shoot?” What is left then, I hope, is a game with a nod
to those heroic actions on the fringe of larger
- Sure, as long as everyone knows before the battles, and is, at its core, really fun.
game starts that model uses multiple weap-
ons. You’ll still have to get rid of that “Reload” That’s it! Keep a look out for more Fistful of
marker for your musket sometime. Now you’ll Lead expansions and rules. Until then, have
have to spend two complete turns to reload fun and keep the lead flying!
both.

Jaye
a.k.a. Baron Von J

27
Horse and Musket

Cannister

La
dd
er

© 2016 Jaye Wiley. All Rights reserved. The Quick


Reference Sheet, counter sheets & templates may be
reproduced for personal use. No other portions of
this booklet may be reproduced in any form without
the prior written consent of the author.

28
© 2016 Jaye Wiley. All Rights reserved. The Quick Reference Sheet, counter sheets & templates may be reproduced for
personal use. No other portions of this booklet may be reproduced in any form without the prior written consent
of the author.
CARD SUIT TURN Special Cards
SEQUENCING QUEEN OF HEARTS: Remove one Wound marker
QUEEN OF SPADES: Recover from Shaken
Movement 1 EYED JACKS: +1 to roll when Shooting
OTHER JACKS : +1 to roll when in Close Combat
Foot: Creep 3” Walk 5” SEVENS: Reroll one die roll this turn
Mounted: Horse 8” Wagon 6” SIXES: Reload automatically
MODIFIERS TO MOVEMENT: DEUCES: Roll 2 dice for Shooting or Close Combat
WOUNDS: -1” of movement per wound, per action moving. and choose better of two.
DIFFICULT TERRAIN: Half rate. ACES: Wild. May act as any card.
OBSTACLES: -1” for low walls and fences, full action for high walls
UP / DOWN FLOOR -3” Wounding: Maximum 3 Wounds
Each time a figure is hit by either gunfire, or Close Combat, roll on
Shooting: Short Range: 5+ Long Range: 8+ the following chart:
Ranges are: Short Long Modifiers: ROLL 1-5: Figure is SHAKEN
Pistol 6” 12” COVER: Light Cover -1 6-8: Figure is WOUNDED
Rifle* 16” 32” Heavy Cover -2 9-10: Figure is DEAD
Musket WOUNDS: -1 for each wound shooter has NOTE: Add +1 to the die roll for each wound already sustained by the affected
12” 24”
MOVEMENT: Shooter mounted model.
Blunderbuss** 6” 12” Target mounted -1
Throwing Ax/Knife 3“ 6“
Bow*** 9” 18”
Target prone -1 Recovery from SHAKEN or Wounded
ACTIONS: +1 Shooter used first action
to Aim Roll Shaken Wounded
1: Model routes from the game Model out of Action
* Rifles took a long time to load. After a model has spent both actions to reload,
2-5: Model remains Shaken Model still Wounded
roll a die. On 1-5 it will take another full turn (2 actions) to remove the RELOAD
marker. On a 6-10, the rifle is loaded. The second attempt is always successful. and prone
**Blunderbuss inflict a +2 modifier to the Wound roll at Short range, and -1 at Long. 6-10: Model is no longer Shaken Model may stand up
***When shooting a bow and an unmodified “1” is rolled, roll again. If a 1-5 is then NOTE: model that manages to become unshaken or stand from being Wounded
rolled, the figure is permanently Out of Ammo. Also, bows do not require RELOAD may perform 1 action. You add+1 if an Leader is within 12”. Subtract -1 for each
markers. They may shoot every action. wound already sustained by the affected model.
Close Combat
The two opponents both roll d10. Both models add any modifiers to the die roll. The highest modified die is the winner and subtracts the loser’s die roll from
his. The difference in the two rolls give the following results:
1-2: The winner also has the option of switching positions with the loser, or push back the loser 2”, or keep them locked in Close Combat. The loser is Shaken.
3-4: The winner knocks the loser down, Wounded.
5 or more: Loser is dead.
Modifiers:
Wounds: -1 for each Wound the figure has Mounted: +1 if mounted (if defeated model is wounded, he is dragged from horse) Prone: -1
Outnumbered: -1 per attacker after first ( i.e. -1 for facing 2 attackers, -2 for 3 attackers etc.) Better Weapon: +1 Shaken: -1 Defending a wall/defensive terrain: +1

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