Professional Documents
Culture Documents
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.
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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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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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“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.
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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.
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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!
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Redcoats and Natives battle it out in the woods. Miniatures from the collection of Chris Cluckey.
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“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!
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Horse and Musket
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).
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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.
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British Light Infantry scout ahead looking for Rebels. Wargames Foundry Miniatures from the collection of Jon Fleckal.
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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.
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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
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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.
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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.
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.
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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.
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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.
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
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