Professional Documents
Culture Documents
CREEP
OVERWATCH
WOUND
SHOCK
+1
FLAME
TEMPLATE
Fistful of Lead started out as a set of wargaming As with previous Fistful of Lead rules each
rules to recreate those Old West gunfights from player only needs 5 or 6 miniatures to start
the movies. It was intended as a quick to learn, gaming. You can play 1 on 1 games or larger
easy to play, fun set of rules using only a hand- skirmishes with up to 6 or 8 players.
ful of figures per player.
A future supplement will also look at using
A Horse and Musket rules set followed for Black larger forces for bigger battles.
Powder skirmishing and the game further
evolved with the release of a science fiction set This book contains all the information you
Galactic Heroes. It became apparent, however, need to play a game, including rules for build-
that players were making their own modifica- ing your forces and how to set up the table for
tions to cover their favorite periods, wargam- different scenarios. A few genre options are
ing everything from cave men, to gothic horror provided to get you started. Most players will
and fantasy, and a whole lot in between. pick up the game mechanics quickly, even
people who haven’t played a wargame before.
At the heart of each variant (official and unoffi-
cial) was the card driven mechanism that This is not a theoretical recreation of combat,
makes each game of Fistful of Lead unique. but rather a Hollywood take on whatever genre
or period in question.
Players also started asking for an ‘official’ take
on the rules for different periods and so the This is a great way to spend an hour or two
concept of a Fistful of Lead: Small Scale having fun with your friends playing with
Skirmish Rules was born. These core rules can soldiers.
be used as the basis for players to develop their
own settings. You want a sci-fi, barbarian, For those familiar to the Fistful of Lead family of
horror game? No problem, you can use these rules, you’ll find the mechanics basically the
rules as a starting point and do just that. In fact same, but with some new ideas we’ve devel-
you can use any miniature you have in your oped over the years. I’ve tried to cover most
collection to game with. situations that arise in the game, but I can’t
pretend to know I’ve covered them all. If some-
As for the ‘official’ take on settings (whatever thing comes up not covered in the rules,
that means, remember these are your rules, the players should try to come up with a mutually
‘if you don’t like something change it’ adage agreeable solution. If that doesn’t work, roll a
always applies), there is a series of genre specif- die!
ic supplements planned to cover a range of
popular settings. Each supplement will cover a Welcome to the Fistful of Lead universe.
particular genre or setting, providing any
period specific rules, equipment, characters or
backgrounds, and outlining any genre modifi-
cations and campaign ideas. Each supplement
will also be accompanied by a unique pack of
Jaye
Fistful of Lead cards, purpose designed for the
genre and displaying the special card rules for
each theme.
2
What you need to play
3
Playing the Basic Game
What follows are the Basic Rules. Once you In the case where more than one player has the
understand these, you’ll be able to add on the same card, Spades go first, then Hearts, then
Advanced Rules seamlessly. Diamonds, then Clubs are last.
Turn Sequence
A game of Fistful of Lead is played over a
number of turns. How many turns a game lasts
is determined by the scenario chosen, or by the
players involved.
1- SHUFFLE CARDS
4
Special Cards
In addition to activating figures, some cards “Steve has 2 Aces. He knows he
have special qualities. They are referred to as wants to go first in the turn, so
Special Cards. when the round starts and
“Kings!” are called, he lays down
They are played just like normal activation one of his Aces and states it’s the
cards, but allow the player to do some unusual King of Spades. If there are no other Kings of
feats and spice up the game. The Special Cards Spades out there (i.e. the real one) he goes first,
and their qualities are: since Spades come first in precedence. If, however,
there was a real King of Spades laid down, the real
Queen of Hearts- If the miniature activated one would go before Steve’s.”
with this card has any wounds, (see Wounds,
below) ONE is healed. Remove a wound count- Here’s another example: Later in the round
er instantly. They may stand if prone. The “Sixes!” are called. Steve’s been holding on to the
model still has its 2 actions. second Ace for just the right moment. The other
players have been ignoring one of his miniatures
Queen of Spades- If the miniature activated because he has a “Reload” marker and they know
with this card is Shaken, (see Shaken, below) it he needs two actions to reload. Steve lays down
recovers instantly. Remove ALL Shock markers. his Ace and calls it a “Six”. His model instantly
The model still has its 2 actions. reloads and takes one of his actions to blast away
at the models that ignored him! That’ll teach
One-Eyed Jacks (Hearts & Spades)- The minia- them!.”
ture activated with this card has a +1 to Shoot-
ing rolls this turn. A “real” card always takes precedence over an
Ace impersonating it. As in the example above,
Two-Eyed Jacks (Diamonds and Clubs)- The a real King of Spades goes before Steve’s Ace
miniature activated with this card has a +1 to acting as a King of Spades. If multiple Aces are
rolls in Close Combat this turn. played, all acting as the same card, the order of
Spades then Hearts, etc. takes precedence.
Sevens (any suit)- The miniature activated with
this card may re-roll any ONE die result this Sometimes you’ll end up with more cards than
turn. figures. This happens when a player has a
miniature eliminated before he has a chance to
Sixes (any suit)- The miniature activated with activate it. The player holds on to the extra card
this card may reload automatically. This over- until the end of the turn and tosses it on the
rides the normal reload rules (see Reloading, discard pile.
below). The figure still gets 2 actions.
Twos (any suit)- The miniature activated with WHEN ALL CARDS
this card may choose to roll 2 dice for either HAVE BEEN PLAYED
Shooting, Close Combat, Task or Recovery (ALL MINIATURES
rolls, and pick the best result.
HAVE BEEN ACTIVATED)
Aces (any suit)- An Ace is wild and can be any A NEW TURN BEGINS.
card the player wishes. It must, however, be
played in sequence. For example, if you use an
Ace to stand in for a six card and get the instant
reload, it must be played when “sixes” are called.
5
Actions
When a player activates a figure, it gets TWO A figure can make any number of turns or face
actions. Some different actions include: changes during the course of its movement.
However, if a model comes within 1” of an
• Moving enemy it must stop and Close Combat ensues
• Shooting (see Close Combat, below).
• Picking up / dropping something
• Getting on / off a mount Figure Facing
• Switching weapons
• Recovering from being Shaken or In the swirl of battle, miniatures in Fistful of Lead
Wounded are able to see in all directions at any time.
• Aiming
• Reloading Moving off the Board
• Completing a Task
Miniatures can only leave the table voluntarily.
The list can include anything the players can Being pushed backed by combat or other
think up (agreed upon by all involved). means cannot force a miniature out. If there is a
The actions taken by the figure can be different. case where this would happen, simply leave
For instance, a figure could move then shoot, or the miniature where it is at the edge.
shoot then move.
Jumping
The actions can be the same. For instance, a
figure could move twice (run), or shoot twice. Miniatures may jump any distance, up to their
maximum move per action, as long as they
It takes one action to attempt to fully recover move an equal distance in a straight line before
from a Shaken result or stand up after being the jump. If a miniature moves 3”, it could jump
Wounded (see Wounds, below). Only one 3”. This total does count against a miniature’s
attempt per turn may be made. If the attempt total move for the turn. This prevents a figure
fails, no other actions may be made but to from taking a Move Action of 5” and jumping 5”,
fallback (see Moving, below). If the attempt then using the second Action to move again for
succeeds, the figure gets one more action. a total move of 15”! The miniature with a move
of 5” could only move 10” per turn.
It also takes two uninterrupted actions to
reload or automatically remove one Shaken The jump cannot be made more than 1” up
marker. See Out of Ammo and Recovery, below. vertically, or down more than 3”. You cannot
jump over other figures unless a skill or piece of
Moving equipment allows it.
Once activated, figures move at the following The rule of 1 and jumping: When jumping, roll
rates per Action: a die. On a “1” the character misjudges the
distance and misses the jump, resulting in a fall.
CREEP: 3”
WALK: 5”
HORSE or Similar Mount: 8”
6
Falling The next turn he uses his first Action to make his
approach of 4” and jump 4”. Since he technically
A figure could be forced off the edge of a cliff or has 2” of movement he could use, he decides to
building by combat or other means. If this take this as his second Action and get into cover.”
happens, roll d10 +1 for every 3” fallen on the
WOUND CHART (see below). Creeping
Terrain
Since your game probably won’t happen on a Difficult: Includes woods, fields full of crops,
featureless desert or flat open frozen moon, marsh, shallow streams and rubble. Move at
let’s deal with terrain. Half rate, i.e. 2.5“ for Foot, 4” for Mounted.
For purposes of the game, mounts cannot
Terrain affects the game in two ways: by imped- enter woods or buildings.
ing movement and giving cover. Cover will be Impassable: Cliffs, wide and deep rivers. As the
explained more in the Shooting section. We’ll name says, impassable.
deal with movement now. Obstacles: Low walls, fences. Subtract 1” per
Move action. High walls take an entire action.
There are several types of terrain:
All terrain should be discussed before the
Open: Fairly obvious, nothing that would game begins so that each player is aware of its
impede movement, open fields or streets. No effects.
Deduction.
7
THE FOLLOWING MODIFIERS APPLY TO MOVEMENT:
Entering or exiting a building costs noth- Yes, this does mean a figure could theoreti-
ing, unless the game scenario has dictated cally use an action to move from a doorway
a closed or locked door (also see “Knocking to the roof of a single story building. This
down doors”, below). Going up or down a can sound unrealistic, but it doesn’t
floor costs 3” of movement. happen very often, and it saves the terrain
maker from having to design the “guts” of
every building.
This soldier
is in the OPEN.
8
Shooting
When a model is activated, it can use one or Line of Sight
both of its actions to shoot. In the swirl of a
Fistful of Lead gunfight, all models have a 360 Models can only shoot if they have a straight
degree field of fire. As such, there is no facing. line of sight that doesn’t pass through any
Each model can see and shoot in any direction. other model or terrain. This may require
getting down to eye level with the model and
Out of Ammo – or Rolling a 1 trying to see what he sees. Laser pointers or
string are helpful for this, but hopefully in the
But sometimes, something goes terribly spirit of good fun, both players can decide if a
wrong. Our hero wasn’t paying attention to model has a line of sight.
how many shots he had left in his pistol, he
emptied a clip to no result, or a myriad of other Miniatures are only visible inside terrain or
things. You decide the narrative. buildings if they are within one inch of the
door, window or edge of the woods. The same
This is what happens when a “1” is rolled when is true if they wish to shoot out from inside
shooting. Place an “Out of Ammo” marker next cover.
to the miniature. Markers are provided at the
back of this book or available from Wiley Range is measured from the center of the
Games. You can even make your own. shooter model to the center of the target. There
is no premeasuring before firing.
When a “1” is rolled, the figure cannot shoot
again until he reloads. It takes an entire turn Once you have decided to shoot, you may mea-
(both actions) to reload. These two actions sure. If the target is out of range, the shot is
must be consecutive, and not split over two wasted.
turns. In other words, if on your first action you
shoot, but roll an “Out of Ammo” result, you Ranges for the most common weapons are
cannot use your second action to start reload- listed on the following page and are divided
ing now, and finish on the following turn. You between Short and Long. There is no Close
could, however, use your second action to range. That is considered in Close Combat,
move to cover! below.
If the target is in range, and within the line of sight of the shooter, roll d10.
The roll to hit at Short range is 5 or higher. To hit at Long Range is 8 or higher.
A Word on Shooting
Our little heroes aren’t firing a single bullet, or laser beam every time they make a Shoot Action. In a very
cinematic way, they are blazing away in a volley of flying lead or searing energy, reloading whenever they
have a chance. If your hero steps out into the alley way to blast a bad guy and rolls a “1”, he didn’t step out
with an unloaded .45. He fired till it was empty into the gangster. He just missed spectacularly, his eyes not
adjusted to the sudden darkness of the alley.
Muzzle loading, black powder weapons are another matter. Taking a shot with a musket or similar
weapon means firing a single round. Weapons such as these are listed with a “reload” in their description.
They must be reloaded after every shot. The procedure is the same as described above. A miniature must
use two consecutive, uniterrupted actions to reload.
9
Weapons
Name Range Short/Long Notes
Pistol 6/12” -
Assault Rifle 12/24“ Burst
Submachine Gun 6/12” Burst
Machine Gun 18/36” Burst, Ammo Hog, Team, Specialist
Modern Rifle 12/24“ -
Obsolete Rifle 9/18” -
Musket 9/18” Reload
Grenade d10 +3” Blast 3
Grenade Launcher 10/20” Blast 3
Laser Pistol 8/16” AP 1, Ammo Hog
Laser Rifle 16/32” AP 1, Ammo Hog
Heavy Laser 24/48” AP 2, Ammo Hog, Burst, Team, Specialist
Rocket Launcher 12/24” Blast 5, Limited Ammo, Specialist
Shotgun 6/12” Splash, +1 Wound at Short, -1 Wound at Long Range
Sniper Rifle 16/32” Specialist
Flame Thrower - Flame Template
Spear (Thrown) 3/6” Limited Ammo
Bow 9/18” -
Crossbow 9/18” Reload
Name Notes
10
Cover
If a model is behind a linear piece of terrain
Our little metal or plastic soldiers are forever like a wooden fence, or something less
stuck in one pose. It would be wrong to think substantial than stone, it is in Light Cover, and
that in the their world, the world of the table- there is a -1 to the die roll of any model shoot-
top, they aren’t actively crouching behind ing at it.
whatever cover they have, trying desperately
not to be hit. Therefore, we have to think of Area Terrain
cover in an abstract way.
Some areas on the tabletop can be identified
If a model is behind a linear piece of terrain like as Area Terrain. These are your woods or tall
a wall, even though the model may be standing crops. They should have a defined edge, and
presenting a large target, in reality he is be called out before the scenario to all players.
crouched down behind it. If a model is in A miniature has to be within 1” of the edge to
contact with a solid wall, or inside a building shoot out, or be shot at.
looking out the window, the model counts as in
Heavy Cover, and this is a -2 to the die roll of While in Area Terrain, models receive the Light
any model shooting at it unless the shooter is Cover modifier of -1 to be shot at. Models
positioned in such a way to outflank the terrain. more than 1” away from the edge of the terrain
For instance, the shooter is in the same build- cannot be targeted. If two models are within
ing or same side of the wall. the same feature, both are in Light Cover and
only have visibility of 6”. So if they are more
It’s helpful if the player controlling the model than 6” from each other they cannot target
states that they are in cover. each other.
Miniatures
will be in
one of these Wounded
Okay Shaken
6 states.
You can
mark them
on the table Wounded,
or their Down
sheets. & Shaken
Wounded
& Shaken
Wounded
& Down
11
SHOOTING MODIFIERS TO THE ROLL: Shooting into groups
There are several situations where there may
be a +/- to the Shoot roll. A particularly bloodthirsty player may want to
shoot into a group. To see if they hit their
COVER: target, an innocent civilian or possibly their
Light Cover -1 friend, use the following procedure: use a tape
Heavy Cover -2 to measure between target and shooter as
normal. If the tape crosses over any part of an
SIZE: intervening miniature, that model is a potential
Target is Small -1 target. Roll to hit. If a hit is scored, randomly
Target is Large +1 determine who is hit. If there are two targets,
Target is Huge +2 odds hits one, even hits the other. If there are
three targets, 1-3 hits first, 4-6 hits the second,
WOUNDS/SHOCK: 7-9 hits the third and re-roll a “10”.
-1 for each Wound and Shock marker the shoot-
ing model has (see Wounding, below)
“Private O’Brien decides to take
MOVEMENT: a shot into a swirling melee
Shooter is mounted or in moving vehicle -1 between another of his squad
and a German soldier.
Target is mounted in moving vehicle -1 The distance is Short range. O’Brien rolls a “6”.
Target is on the down* -1 That’s a hit. He rolls to see who got hit. Odds the
Target is Creeping -1 German gets it, evens it’s his squad mate. He rolls
a “4” and has some explaining to do to the
ACTIONS: Sergeant.”
Shooter used first action to Aim +1
12
Close Combat
When a miniature ends its movement within 1” Use the difference between the two rolls to
of an enemy, Close Combat occurs. This can give you a bonus when rolling to Wound your
happen even if the figure used both its opponent. (see Wounds, below)
actions to get there. This is a special case, how-
ever. All other times, a miniature must use an 1-2: no bonus
action to fight, and a miniature can only
initiate 1 Close Combat a turn, unless they 3-4: add a +1 to the Wound roll
have a Trait that lets them (See Traits, below).
However, further Close Combats can be initiat- 5-6: add a +2 to the Wound roll
ed by other miniatures, such as multiple Com-
bats. (see Multiple Combatants, below) 7+: add a +3 to the Wound roll
As with Shooting, there is no premeasuring. If the score is a tie, the opponents remain
locked in Close Combat in a very dramatic
Before we go any further, some assumptions fashion.
have to be made. Close Combat not only
includes fisticuffs, but rifle and pistol butts,
swords and most importantly, close-in shoot- The winner of a Close Combat may:
ing.
A: Stay locked in combat.
Warning: Close Combat can be 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.
13
A model cannot be “outflanked” by another Multiple Combatants
model. When a model comes within Close
Combat range, the target will turn to face the If a model is attacked while still in contact with
attacker. This prevents unrealistic movement another opponent (i.e. they both survived the
where the attacker runs past, then around his last round of close combat, or the combat was
opponent to hit him from behind. Not that it a tie last round), he will turn to face the new
would give them a bonus anyway. opponent. A Multiple Combat then takes place.
14
Close Combat Modifiers to the Die Roll
“Here’s another example: Face- Wounded/Shock:
less Minion 013 is taking on two -1 for each Wound and Shock marker the figure
Rocket Troopers. The Troopers has.
roll a “10” and a “6”, with Minion
013 getting a sorry “3”. Mounted:
Being outnumbered, Minion 013 has a minus 1 to +1 if mounted (if the defeated model is wound-
his roll, knocking his number down to “2”. Minion ed, he is dragged from the mount) .
013 got beat by 8 and by 4 points. One of those
gives a +1 to the Wound roll, and the other a +3. Outnumbered: -1 per attacker after first (i.e. -1
The Wound rolls end up 5 and 7. With the bonus, for facing 2 attackers, -2 for 3 attackers etc).
that means a Wound and an Out of Action. Lucky
there’s a horde of Minions waiting to take his Prone or no weapon: -1
place....”
Close Combat Weapon: +? according to
weapon.
I find that doing the following speeds up Close Combat, and reduces confusion:
- Roll the dice.
- Add up your modifiers, positive and negative.
- Change the actual die face to the final roll.
- Compare the totals before rolling on the Wound Chart.
Gripping Beast© and Games Workshop© fight at the gates of castle. Miniatures painted by Nick Futter
15
Wounding
A +1 is added to the die roll for each Wound From now on the figure has a -1 modifier per
already sustained by the affected miniature. Wound, to all Shooting, Close Combat, Task
and Recovery attempts, and a -1” to move
Shaken: action per Wound. This is in addition to any
Shock markers the miniature may have.
The model takes no damage, but has temporar-
ily lost courage. This can be thought of as a A down, wounded figure does not exert the 1”
minor wound or just hesitation due to bullets rule for Close Combat.
or arrows whizzing past their head. Mark them
with a “Shock” counter. These can be found in If a miniature is Wounded while standing
the back of the book. within 1” of a rooftop edge, roll d10. An even
result means the figure falls wounded on the
If the result came from being shot at, and the rooftop. On an odd result, the figure falls off
figure was in cover, they stay in cover. If in the and rolls again on the Wound Chart, with a +1
open, they will immediately move 5” towards to the roll per 3” fallen.
the nearest cover (8” if mounted). This move
cannot take them towards an enemy figure. If a model is attacked in Close Combat while
Wounded and down, the figure remains down
If the result was due to Close Combat, the and not only receives the negative modifier for
winner has the option of staying in contact, being wounded, but also a -1 for being down
pushing their opponent away 2” or switching and any shock markers they may have. Even if
positions with the loser. Mark the loser with a he wins the fight, he remains down until he
“Shock” counter. makes a successful Recovery roll to stand.
The next time the model is activated, he or she Defeated models that are mounted fall off, and
has the option to roll for Recovery (see below) the mount runs away. This may seem unrealis-
as long as they are not within 1” of an enemy. tic, but it’s easier in game terms. That way you
don’t need a separate mount without a rider
Until the Shock markers are removed through that you have to randomly move each turn.
Recovery, the miniature has a -1 modifier per
Shock marker, to all Shooting and Close If you are lucky enough to have separate
Combat and Recovery attempts, and a -1” to mounts and riders, you may, of course use
move actions per Wound. them. Use the d10 to randomly move the horse.
Roll a d10. The “point” of the die gives you a
direction, and the number is how many inches
moved.
16
Okay, Shaken, Wounded and Out of
A miniature that takes 3 Wounds Action
is Out of Action
Combat can leave Our Heroes in one of
several states: Okay, Shaken, Wounded or
Out of Action.
Out of Action:
Okay- The miniature is holding up fine to
The miniature might be dead, too wounded to the rigors of combat.
carry on, or just plain scared. Remove the
model from the table or use some other Shaken- Bullets and arrows whizzing by
method to show their state. have temporarily rattled the miniature.
They’ll need to Recover to be Okay again.
Knocking down doors Shaken markers can stack up quickly
making the miniature worthless for this
Smashing down a door, or tearing down a fight!
fence is treated just like Close Combat, except
the object has a fixed roll depending on its Wounded- The miniature has taken
strength. enough damage to make their effective-
ness drop. More wounds could put them
Wooden fence: 3 Door: 4 Out of Action. The only way to get rid of
Reinforced door: 6 Timber wall: 7 a wound is by a Medic or a Queen of
Stone wall or rubble: 7 Hearts.
Miniatures attacking a door roll a die and com- Wounded and Down- Each time a minia-
pare it to the “roll” of the door. Just like in Close ture is wounded, they become prone as
Combat, if you beat the roll, compare the differ- well. The miniature is down until they
ence and roll on the Wound Chart. Failure make a Recovery roll.
means the object is undamaged. A miniature
cannot be hurt by attacking a door! Wounded and Shaken- A miniature can
be Wounded and have Shaken markers.
A Shaken result means nothing, while a Wound You can try to Recover, but it will only
damages the door or object and an Out of remove the Shaken status.
Action result destroys it or makes a 2” wide hole
in the case of a fence or wall. Out of Action- This miniature may not be
dead, but they’ve taken enough damage
You may assign structures a number of to take them out of the fight.
wounds. I suggest three. Wooden fences have
the same wounds as a reinforced door? Yes,
because it’s easier to damage the fence with its
3 defense roll.
Wound Shock
17
Recovery
This is the only option if the figure starts its turn Each Shock marker or Wound subtracts 1
within 1” of the enemy, i.e. Close Combat. from the roll.
Roll off- Or, finally, the player can roll to remove 2-5: miniature is still down and Wounded and
all the Shock markers using the procedure the miniature may crawl 2“. They may not roll
below. again this turn to recover.
Each Shock marker or Wound subtracts 1 1 or below: the miniature has succumbed to
from the roll. their wounds and is Out of Action.
18
Example of Play
“Here’s an example of a couple of By using the first action to aim, Steve gets a +1 to
turns. Our two players are Mike his Shooting roll. Steve gets an additional +1
and Steve. They each control 4 because he activated his model with a “One Eyed
models. Steve is dealt: Jack”, which used as a Special Card, gives him +1
on shooting rolls.
19
“All cards are shuffled. Mike’s model realizes his wound was just a graze
On Turn 2, Steve is only dealt 3 and uses an action to shoot back. He misses. He
cards as one of his models is uses the second action to duck into cover.
dead.
Mike still gets 4. The cards are called until “Sixes” come up. Steve
has an unactivated model with an AMMO
marker, and uses it to automatically reload. With
two actions still left, Steve aims, fires, and kills one
Mike has: of Mike’s unactivated models.
When “Kings” are called, Mike uses his King of The other Four is discarded. He’s out of models
Spades to go first, but Steve had also thrown in his now.
Ace as a wild card to be a King of Spades. Mike has
the “real” King and goes first. Steve has the final figure and activates it with his
Three. He uses both actions to close with Mike’s
Mike uses his actions to move. What a waste of an Shaken model.
Ace!
He makes it. They fight a Close Combat. Both
Steve shoots and manages to put a Shock marker models are armed similarly.
on one of Mike’s miniatures.
Mike rolls a “5”, which becomes a “4” because of
“Queens” is called and Mike uses his Ace of Clubs the -1 for being Shaken. Steve gets a “7” . Steve
as wild to be a Queen of Hearts. He activates his beat Mike by a margin of three, adding a +1 to the
wounded model. A Queen of Hearts discards a wound roll. Steve rolls a 5 +1, and Mike's model is
wound and allows the model to stand and still now on the ground Wounded.”
have two actions.
20
Leaders
Each player can comfortably control 5-6 Leaders give a +1 to the die roll to any model
models. One model should be leader of the attempting to make a roll to recover from
group. Leaders at this scale could be an NCO, a Shock or Wounds. The model must be within
native war leader, or Captain of your spaceship. 12” and within line of sight (not blocked by
That’s not to say you couldn’t create a scenario terrain) of the leader to give this “encourage-
where a higher ranking leader is present, but ment”.
rarely did a General lead so small a number of
troops into battle. A natural roll of “1” still causes a model to route
when attempting to recover from shock, or
The role of the leader in Fistful of Lead is not expire from their wounds.
only to fight on the tabletop, but also lend
some special bonuses to his/her men. That’s it! You know enough to try out your
first game.
Advanced Rules
What you see next are rules that will add flavor
to the game. Pick and choose which apply to
your vision of your particular genre. Some of “The soldier from our jumping
these rules will add on or change what you’ve example earlier has taken
already read so far. When in doubt, refer to this position on a rooftop. He
section for a ruling. activates on a Jack of Hearts,
but has no targets available.
Additional Actions He uses his first action to go on Overwatch. We
place an Overwatch marker next to him to help
Listed below are some more advanced actions him remember. Later in the turn, an enemy breaks
your miniature can do in a turn. cover and moves across the open field. The
soldier’s player politely asks his opponent to hold
Overwatch his movement while he takes a shot. The shot will
be long range. He does not get the Jack of Hearts
When activated, a miniature can use his/her +1 bonus to shoot and must make the shot with
first action to “Hold” or go on “Overwatch”. Mark the -1 Overwatch penalty. He misses, and the
them with an Overwatch marker. They can then enemy soldier gets to finish his move.”
wait until later in the turn to interrupt another
player’s actions to shoot, only at the miniature
that activated, at a -1 to hit. This target must
appear within line of sight of the Overwatch
miniature.
21
Tasks Some Task examples:
Tasks are things that require rolls to accom- • Figuring out a piece of tech: Regular for
plish, like scavenging, unlocking a door, crack- most, but Hard for a primitive people.
ing a computer code or diffusing a bomb.
Performing a Task takes an action • Hacking a computer: Hard for most, Regular
for a technician and near impossible for a
TASK DIE ROLL primitive people.
Easy 3+
Regular 5+ • Searching for loot in a ruined city
Hard 8+
Swimming
Tasks can be broken down into Easy, Regular
and Hard. It’s really up to the players how Water is divided into two types: shallow and
tough or easy a Task is. Some factors can make deep. Both should be identified before a game
them easier or harder. If an enemy is within and clearly marked. Shallow water can be
close range, move the Task difficulty up one crossed like rough terrain at half the miniature’s
level. Players can also decide to make things normal rate. Deep water requires swimming.
easier, like a robot breaking into a computer.
Swimming is an Easy Task. When a figure enters
For example: Searching is a Regular Task, deep water the player simply makes a roll. This
requiring a 5+. However, searching with an differs from regular actions in that it doesn’t
enemy model within 6” becomes Hard. use up the action. A swimming figure moves 5”.
Some Tasks you may decide take longer, and If a miniature is wearing armor (see below)
require 2 actions to accomplish. swimming becomes a Regular Task, and if in
Heavy Armor, it becomes Hard.
If a miniature has any Wounds or Shock mark-
ers, it has a -1 to any Task rolls, per Shock or If the roll fails, give the miniature a Wound to
Wounded marker. represent them taking in water and panicking.
They will have to roll to Recover next turn. If a
A natural 10 or more, no matter how hard, “1” is rolled, they sink beneath the water, Out of
passes a Task, and a “1” means something bad Action.
has happened. For instance, rolling a 1 while
trying to hack a computer means you are If a natural 10 or more is rolled, the figure can
permanently locked out, while rolling a 1 while immediately take another move of 5”.
defusing a bomb…well, that’s really bad.
A miniature with the Amphibious Trait (see
Failing a Task without rolling a 1, makes the below) requires no roll and moves through
Task one level harder the next try. A tech is water without difficulty or modifiers.
trying to hack a computer (Regular 5+). He
rfails with a roll of “3”. Next turn he’ll eed to
make a Hard roll (8+). If he fails again, it will take
a 10+ to do it.
22
Starting Fires A “Shock” result forces the model to leave the
building and stop within 2” of the structure, in a
To start a fire, a model must be in base contact coughing fit.
with a building or similar structure. The struc-
ture must be flammable. A solid concrete or A “Wound” result means the model is being
similar futuristic construct cannot be ignited. overcome by the smoke and heat. They must
Decide before the game, which structures are make a Recovery roll as usual to escape the
flammable. flames.
The model must use two consecutive Actions An “Out of Action” result, of course, means the
to start a fire. They cannot be broken up over model has succumbed either from the smoke
turns. Roll a D10. or flames.
23
Building Your Team
Now that you know the basics, it’s time to Modern weapons can be replaced with period
create your Team and put them to the test on specific weapons.
the battlefield. I’ve chosen the term “Team”
because it’s generic enough to cover most of Instead of a Regular, you can elect to fill one of
the periods and genres involved. You can just your slots with a group of Grunts.
as easily decide to call your group a crew,
squad, gang, retinue or whatever you want that Grunts
fits your game.
Grunts are henchman, hired guns to strength-
Part of the fun of wargaming, for me, is the en a force. These could be faceless minions of
story behind the game. Is your team a group of questionable quality or civilians pressed into
elite commandoes sent to blow a bridge, a service.
secret society on a mission to destroy a vam-
pire coven or gang of vigilantes seaking justice Grunts function just like normal models except
for the weak? they use an 8-sided-die (d8) and only have 1
wound. That means any Wound roll higher than
The following rules are meant to be rough a Shaken result takes them Out of Action. The
guidelines, designed for balanced play. If flip side is you get 3 for the price of one model.
there’s something you don’t like, or think needs They all activate on one card, so only deal one
improving, let common sense and fair play be card for each Grunt “group”. Normally, you may
your guide. only have one group of Grunts on your team,
and they get only one trait, which they all
On the following page you’ll find a roster sheet share.
to help keep track of your Team.
As mentioned above, Grunts come in groups of
Every Team needs a Leader. This person takes three. They activate on the same card but may
the first slot on your roster. They have the perform different actions. This gives you some
Leader trait mentioned above, and in addition, tactical decisions. Do you keep them together
also have 3 traits. Traits are explained below in or spread them out? This could give you some
detail, but think of them as things that set your chance of piling on, but remember they all act
team apart from the average soldier or citizen. one at a time. So the first Grunt into a Close
Some traits are only available to your Leader. Combat would have to survive the first combat
before the second Grunt could come in to add
Your Leader starts with one Common Weapon the bonus to his Close Combat.
or Specialist Weapon and a sidearm. Weapons
are also explained below, after Traits. Grunts are armed with only the most basic
weapons, no Specialist or Team Weapons.
Next, you get a Specialist. This can be a trusted
side kick or simply a team member with special Because they function as individuals, if one of
training. A Specialist gets two traits and is the Grunts has a condition such as “Shock” or
armed with a Specialist or Team weapon and “Reload”, he must deal with that alone, but
a pistol. cards themselves, used to activate, are shared.
The next three slots are taken by Regulars. For instance, if you had a Grunt who was
They each get one trait, and are either armed Shaken, and used the Queen of Spades to
with a Common rifle, or a pistol and close Activate, he, as well as his brethren, get the
combat weapon. effect as well. If a Seven Special Card were to be
used to Activate, each Grunt gets a re-roll this
turn.
24
NAME: NAME:
S
d SHOOT d P
L SHOOT E
E C
A I
A
D L
d CLOSE E d CLOSE I
COMBAT R COMBAT S
T
T T
R R
A A
I I
T T
S S
WEAPONS WEAPONS
NAME: NAME:
R G
d SHOOT E d SHOOT
G R
U U
L N
CLOSE A CLOSE T
d COMBAT d COMBAT S
R
T T
R R
A A
I I
T T
S S
WEAPONS WEAPONS
25
Traits
Adding traits to your crew can really add flavor. Concealed Weapon: You may roll 2 dice and
It’s a great way to show characteristics or pick one result for Close Combat. If used with
special training. Is the +1 to shooting rolls the the 2 card, you'll roll 3 dice! This may only be
“Deadeye” trait gives you because of advanced used once per game.
optics, is your team member a really crack shot,
or have a super power? *Cold Blooded: You gain an additional +1 in
Close Combat for each Shock and Wound
A model cannot “double up” and choose the Marker your opponent has.
same Trait twice. You can’t pick “Ferocious”
twice to give you +2 to Wound rolls from Close Coolheaded: +1 to all Shaken recovery rolls
Combat.
Cunning: Re-roll any Task roll once per turn.
Any re-rolls or extra die rolls derived from Traits
do stack with any Special Cards. Deadeye: +1 to Shoot rolls.
Any Trait marked with “*” is only available to Defensive Fighter: If you are the defender in
Leaders. an attack (i.e. you were attacked by another
figure) and win, you may immediately make an
Amphibious: You take no movement penalty attack of your own against the attacker.
for moving in water and don’t have to make a
task roll when moving through deep water. Deft: Reloading only takes 1 Action.
This ability could be due to special equipment
or the team member is a natural swimmer. Determined: You ignore Shock and Wounds
penalties in Close Combat.
Armored: You wear Light Armor (see page 36)
of some sort. Heavy Armor requires two Trait Dodge: If you are shot at and the shooter
slots. misses, you can immediately move 5” towards
cover.
Bloodthirsty: You must charge any enemy
within your move distance. You gain a +1 on Eagle Eyed: Increase a weapon’s short range
your Close Combat die roll and +1 on the by 2” and long range by 4”.
Wound roll.
*Encouraging: As an action, you can remove
*Bodyguard: You have a bodyguard. You may all shock markers from one member of your
apply a Wound result to any friendly model team within 12”.
within 2’ instead of taking the Wound yourself.
Fancy Footwork: Win ties in Close Combat.
Brute: You have no ranged combat abilities,
but get to use a d12 (12-sided-die) for Close *Fearless: You ignore the penalty for multiple
Combat. In the case of Grunts, their die goes up Shock markers on Recovery rolls. For example,
to a d10. if you had 3 Shock markers, your Recovery roll
would still only be at a -1.
Brawler: Once per turn, you may re-roll your
Close Combat action. Ferocious: You may add +1 to Wound rolls in
Close Combat.
Camouflage: You get an additional -1 to be hit
while in cover.
26
Flurry of Blows: If a Close Combat attack only *Leader: Leaders of a crew receive this Trait for
causes a Shaken result, fight a second round of free. They give a +1 to the die roll to any model
combat immediately. attempting to make a roll to recover from being
Shaken or Wounded and Down. The model
Gentleman: When an Out of Action result must be within 12” and within line of sight (not
happens in Close Combat, you may choose blocked by terrain) of the Leader to give this
to cause a Wound instead. This gains you 1 “encouragement”.
Renown point (see Renown, below).
A natural roll of “1” still causes a model to route
when attempting to become Unshaken, and
*Invulnerable: Re-roll one failed Recovery
expire from their wounds if rolling to get up
roll. This may only be used once per game. from a wound.
Indomitable: A figure with this Trait can Leaper: You gain a bonus 2” when making a
remove all shock markers by spending two jump. A natural “1’” still results in a fall.
actions.
Lightning fast: If you are the target of a
*Impervious: You ignore Wound penalties successful shoot action, immediately make a
on movement, attack and recovery rolls. hard task roll (8+). If successful, the shooter
misses.
*Inspiring: Gain an extra slot for your crew
Loads of ammo: Ignore first Out of Ammo
for a Regular or Grunt group.
rollof the game.
Infiltrator: Once a scenario has defined Loyal: You will not voluntarily leave the playing
starting positions, you may immediately area while another member of your crew
move 6” in any direction. remains. If you roll a “1” while trying to recover
from Shaken, you will not leave as long as there
Killer: You may add +1 to Wound rolls is a another member of your crew on the table.
when Shooting. You can still succumb to wounds when rolling a
“1” when rolling to recover from a wound.
Knife Thrower: You use throwing knives.
*Lucky: You may re-roll any die roll once a turn.
Before the game, roll a d10 and halve the
result rounding up. This is the number of
Lunge: You may conduct Close Combat from 2”
knives you have, i.e. 1 to 5. Once thrown, away.
they are used, but you get a new roll each
game. Knives have a 3”/6” range. *Master: Roll 2 dice in Close Combat and pick
the best. If used with the 2 card, you'll roll 3
Large: You are bigger than most. That dice!
makes you an easy target. Enemies shoot-
ing at you get a +1 to their roll. However, Medic: You may heal other models. You must
your size gives you 4 wounds instead of the move next to the wounded and expend an
normal 3, as well as a +1 to any wound rolls action to roll 5+. If successful, the wounded
figure heals one wound. If a 1 or less is rolled, a
you deliver in Close Combat.
wound is inflicted by mistake.
27
Mounted: You start the game riding an aver- Running Attack: After making a Close Combat
age mount. attack, you may use any remaining movement
to engage a new enemy.
Nerves of Steel: You ignore your first Shaken
result of the game. *Sixth Sense: You can force an enemy to re-roll
one shoot action against you a turn.
Night Vision: You can see up to 24” at night,
instead of the usual 12”. This could be from Slippery: You ignore the 1” rule for proximity to
night vision goggles or an innate ability. enemy figures and can leave Close Combat
when activated.
Observant: You spot hidden enemies within
12” instead of 6”. In addition, you ignore the Small: You are smaller than most. That makes
penalty for shooting at Creeping models. you a hard target. Enemies shooting at you get
a -1 to their roll. However, your size gives you
*Pet: You have a pet parrot, monkey, dog or only 2 wounds instead of the normal 3, as well
some other pet. Not only do they provide a as a -1 to any wound rolls you deliver in Close
distraction in combat (attackers have a -1 to hit Combat.
in close combat unless they too have a pet), if
you are wounded or put out of action, the pet Smart: Add +1 to any task roll.
can be sacrificed instead.
Sniper: Once per turn you may re-roll a Shoot
*Poison/Venom (only for the truly dastard- roll.
ly): If you cause a wound in Close Combat, roll
on the Wound chart at the end of every turn for Solid as a Rock: You are never pushed back or
the Wounded model. They can only be “healed” moved in Close Combat.
by a Queen of Hearts or Regeneration. If a “1” is
rolled by you in Close Combat, you are out of Sprinter: Gets 3” of free movement a turn. This
poison for the rest of the game. is free of any other actions you take, You could
take two shoot actions and still move 3”.
Pugilist: You are skilled in the art of unarmed
combat. There is no negative modifier for fight- Steady: You ignore Shock and Wounds penal-
ing without a weapon. ties when Shooting.
Quick: +1” on each Move Action. Stealthy: -1 to be hit if target of Shooting. This
does stack with Creeping.
Ranged Fighter: You have a d12 when it
comes to Shoot actions, but a d8 for Close Street fighter: You don’t suffer the negative
Combat. The d12 is used to for Shooting modifier for facing more than one opponent in
Wound rolls, while the d8 is used for Close Close Combat.
Combat Wounds.
Strong: +1 to knock down doors and you can
Grunts cannot be Ranged Fighters. carry Team Weapons alone.
Ranger: Ignore terrain penalties for move- Swordsman: Add a +1 to Close Combat rolls if
ment. armed with a Close Combat weapon.
28
Thundering Charge: Add +1 to Close Combat Tough as nails Grunt groups have 4 members
roll if you are the attacker. instead of 3.
2 Fisted: You can roll a Close Combat die for Two Guns: You can carry two different weap-
every opponent you are facing in Close ons at the same time. You can use burst fire (see
Combat instead of just one. You still have a below) at close range without having to go
penalty to the die roll for facing multiple oppo- “Out of Ammo” automatically.
nents, unless you have another trait that offset
this. For example, fighting 3 opponents, you Unstoppable: Once per turn, if you put your
would roll 3 dice (one for each enemy) with each opponent “Out of Action” in Close Combat, you
die roll at -2. may immediately engage another enemy up to
5” away, or enemy already engaged with.
- This differs from The 2 Fisted trait in Galactic
Heroes. *Veteran: You use a d12 for all rolls.
Tough as Nails: You can take up to 4 Wounds *9 Lives: Once per game, you may convert an
instead of 3. This doesn’t stack with Large trait. “Out of Action” result to 1 Wound instead.
Negative Traits
The Traits listed above are Positive Traits. They against opponents when shooting.
generally help the model survive his or her
tabletop world. But, you may choose to take on Lousy shot: -1 to hit when Shooting.
a Negative Trait for a miniature. These are
things like “Drunkard” and “Weakling”. Why Sickly: +1 to all Wound rolls made against this
would I ever choose a Negative Trait you ask? model.
Negative Traits essentially cancel out one of
your Positive Traits allowing you to take on Sissy: -1 to all Close Combat rolls.
another.
Slow: -1” to movement Actions.
You may normally only take one Negative Trait.
Unlucky: Each enemy model may re-roll any
Coward: You must roll a 5+ before engaging in die roll against you once a turn.
Close Combat.
Weakling: You can only take 2 Wounds instead
Drunkard: You start the game with one Wound of 3.
already (with all the minuses associated). You
can “heal” during the game as usual with a “For example, Sergeant
Queen of Hearts. Muldoon has chosen “Strong”
and “Deadeye” as his Traits. He
Heavy Trigger: When shooting if a “1” is rolled, would like another, so he takes
roll again. On a “1, 2 or 3” you are completely on the Negative Trait “Drunk-
out of ammo for the rest of the game. No ard”.
Shooting. Playing a 6 card doesn’t change this. This frees him up to take on another Trait, but at
the cost of starting every game drunk, which in
Green: You use a d8 for all rolls. game terms means he starts each scenario with a
wound to represent his inebriation. Muldoon
Gun-shy: You have a -1 to Wound rolls made picks “Quick”.”
29
Team Traits
After you have put together your crew, it’s time Eagle Eyed: Your entire team has the Eagle
to give them a Team Trait. This is a skill or ability Eyed trait.
the whole team benefits from. This could be
special training, gear or innate ability. If a team- Fearless: Your entire team is Fearless.
member already has a Team Trait, such as Killer,
they do not get to double up. Ferocious: Your entire team has the Ferocious
trait.
Advanced communications: High tech gear
or other form of communication means your Heroes All: Your team consists of 4 Specialists
team is dealt an extra card at the beginning of and no Leader.
the round. After you have had a chance to look
at the cards, pick your least favorite card to Horde: Your Specialist spot, and all 3 Regular
discard. You must have at least two miniatures spots are filled by Grunts instead.
on the table to get the bonus card.
Infiltrators: Your entire team has the Infiltrator
Amphibious: Your whole team has the trait.
Amphibious Trait .
Killers: Your entire team has the Killer trait.
Above Average: Your team has no Specialist,
but each remaining team member besides the Legendary: You start each game with 3
Leader gets an additional Trait. This does not Renown points (see Renown, below)
apply to Grunts.
Loyal: Your entire team has the Loyal trait.
Armored: Your entire team has Armor.
Quick: Your whole team has the Quick trait.
Bloodthirsty: Your team is Bloodthirsty.
Ranger: Your team Ignores terrain penalties.
Camouflage: Your entire team has the Camou-
flage trait. Special Ops: Your crew has no Leader, but
instead you gain 3 Regular spots.
Cool Headed: Your entire team has the Cool
Headed trait. Stable: Your team starts the game mounted.
Deadeye: Your entire team has the Deadeye Stealthy: Your entire team has the Stealthy
trait. trait.
Distress Beacon: Before the game roll a d10. Tactical: You replace one of your Regulars with
On a 5 or higher you are joined by 2 Regulars or a Specialist.
1 Specialist.
30
Sample Crew
“Here’s a Team Scott made for his Pulp era Marines. The Team is led by
Captain Hazzard. He has the Leader trait free and chooses Dodge, Invulner-
able and Killer for his 3 traits. No traits effect his die-types so they remain a
d10. The rest of his Team is pretty standard. He chooses a Specialist armed
with a Machine Gun that gets 2 skills, and 3 Regulars carrying rifles and a
shotgun. For their Team trait, he chooses Advanced Communications. Now,
they just need some bad guys to hunt.”
NAM E:
Sg t. Broc k
ard
NA ME : Capt ai n Ha zz
d10 SH OO T S
L P
d10 SH OO T E E
C
A I
D A
E d10 CLO SE L
CL OS E R CO MB AT I
d10
S
CO M BAT T
T St ro ng
Le ader (f re e) R De adeye
T A
R Do dg e, I
A
I
In vu ln erable T
S
T Ki lle r Crew : Adva nc ed
ce d Co m m s Co m ms
Crew : Advan
S
WEA PON S
WE AP ON S M ac hi ne Gu n, Pis
to l
SMG, Pistol
R
d 10 SHOO T R NAME : Pete rs E
E d10 SHO OT
G
G U
U R L
d 10 CLOS E L A
COM BAT A d10 SHOO T E
d 10
CLO SE
R
R G COM BAT
U
L
CLOS E A
Eag le-Eyed d10 R
T COM BAT
T Qu ick
R
A R
I A
T
T Indo mita ble T
I
S
S s
Crew: Adva nc ed Co mm
Crew: Advanc ed Com ms R
A
I
WEAP ONS T
S WEA PON S
Rif le Crew : Adva nced Com ms Sh otg un
WEAP ONS
Rifle
31
Weapons
What’s a wargame without the weapons? So, a Mauser in the late 1800s would be better
Listing every possible type of weapon would than a rifled musket, but the Mauser would be
take up most of this book, so we’ll paint in the obsolete one if the game takes place in the
broad strokes. For instance, a modern rifle late 1900s. Some of these weapons have
would be the most modern for the period special rules that are listed in the weapon
you’re playing, versus an obsolete version. charts. We’ll discuss them in greater detail on
the next page.
Weapon Properties
Ammo Hog- These weapons use an extraordi- the distance in inches. If the shot was long
nary amount of energy or bullets. They go “Out range, double the distance shown on the
of Ammo” on a Shoot roll of 1 or 2. die.
Armor Piercing or AP- Some specialty or On a natural roll of “10” or above on the Shoot-
heavy weapons will have an AP factor. When a ing roll, the shot is particularly dramatic. All
target is hit, subtract this AP factor from any figures within 2” of the blast template take a
armor the miniature is wearing. For example, a Shock marker.
Laser Pistol has an AP of 1. If it hits an enemy
wearing armor, treat it as if the enemy had no If the shooter rolls a natural “1”, roll again. On a
armor. If the enemy is wearing heavy armor, roll of 6 or higher, the live round is lodged in
treat him as if he is wearing regular armor. the barrel and mark them with an additional
Reload marker. If the second roll is 1-5, BOOM!
Armor is discussed under Gear, below. The round detonates with the template
centered on the shooter.
Blast - Weapons with explosive power like
grenades and some heavy weapons will use a Burst Fire- Most automatic weapons, and
Blast template. A weapon with Blast capabili- some energy weapons, are capable of spraying
ties will say Blast 3 or Blast 5, referring to the an area with large amounts of fire. Players have
diameter size of the template. Templates can the option of using burst fire if the target is
be placed anywhere within the weapons range, within short range. Use the 3” blast template
but must be centered on a miniature OR area but ignore the wound modifiers on the
within line of sight of the shooter. Mark this template. Roll to hit any miniature that is at
target point with a die or similar marker. Roll to least half covered by the template. These shots
hit as normal at short or long range. are at a -1 to hit due to the inaccuracy of spray-
ing an area.
Any figures (not base) at least half under the
template is hit by the blast. Roll on the Wound Putting out that much firepower automatically
chart for each. makes the shooter Out of Ammo.
Notice both the templates have two rings. The Deadly- Deadly weapons are so good at killing,
center of the template is marked +1. This is they automatically put their targets “Out of
added to the Wound roll. Action” on a roll of 10 or above. No need for
Wound rolls.
If the shot misses, deviate the shot from the
target point by rolling a d10. The “point” of the
d10 becomes your direction and the number is
32
Limited Ammo- If you roll an “Out of Ammo” Then roll to hit any miniature within 1” of the
result when shooting, this weapon is out of original target, if the shot was at short range. If
ammo for the rest of the game. the target was at long range, roll to hit any
target within 2” of the original target. These
Specialist- Only a Specialist or a Leader can use extra hits are at a -1 to the Shoot roll.
this weapon.
Team- These weapons require a team to use.
Splash Damage- Some weapons, like shot- See Teams, below.
guns, spray projectiles in a wide arc, possibly
hitting friend and foe alike. Roll to hit a target
as usual.
Ranged Weapons
Pistols are extremely common. For our purpos- Muskets require reloading after every shot. As
es, there is no need to differentiate between an mentioned before, the two actions needed to
automatic and semi-automatic pistol, or a reload must be consecutive and not broken up
revolver. Pistols have a short range of 6” and a over different turns. Muskets have a short
long range of 12”. range of 9”, and a long range of 18”
If you wish to use a muzzle loading pistol, they Grenades come in all shapes and sizes, but
require reloading after every shot. usually consist of a hand held explosive device
that can be activated then thrown. Grenades are
Submachine Guns have the range and ammu- Blast weapons and use the 3” Blast template.
nition of a pistol, but can use Burst Fire. Rather than a fixed range, grenades can be
thrown a d10 plus 3”.
Assault Rifles have a short range of 12” and a
long range of 24”, and may Burst Fire. Assault First mark the area (you can use a die) where the
rifles are probably the most ubiquitous player would like to throw it.
weapon found in modern combat areas.
Next, roll d10 for the distance the grenade flies,
Machine Guns require a Team to use. They and add 3”. Measure from the model throwing to
have a short range of 18” and a long range of the target marker out to the distance rolled. This is
36” where to center the template.
They may use Burst Fire, but because of their Any models that are at least half under the
high capacity magazines, they do not go “Out template are hit by the blast.
of Ammo” automatically for using Burst Fire.
Instead we give them the Ammo Hog trait. When rolling to hit, a roll of “1” causes the
grenade to detonate in the model’s hand. BOOM!
Modern Rifles have a short range of 12” and a Roll with a +1 on the Wound chart. Any friendly
long range of 24”, but unlike Assault Rifles, they models under the template are hit as usual.
cannot Burst fire.
There are several types of grenades, listed on
Obsolete Rifles are antiquated for their time. the following page:
To distinguish them from their more modern
cousins, they have a short range of 9”, and a
long range of 18”
33
Frag grenades send sharp chunks of metal in Heavy Lasers are the top of the food chain
every direction. Use the rules as is, from above. when it comes to destruction. These killers are
On a natural roll of “10” or above on the Shoot- usually mounted on heavy warbots and tanks,
ing roll, the shot is particularly dramatic. All but have been known to show up being lugged
figures within 2” of the blast template take a around by large mutants or genetically
Shock marker. enhance super soldiers.
Smoke grenades are useful for creating a Heavy Lasers have a short range of 24” and a
line-of-sight blocking area the size of the 5” long range of 48”. They have armor penetration
template. Roll at the end of the turn. On a d10 value (AP) of 2, meaning they ignore both
roll of 6+ the smoke dissipates. heavy and regular armor.
Stun grenades send out a shock wave of Rocket Launchers fire rocket-propelled explo-
sound and bright light. Any model under the sive projectiles. They can be portable, shoulder
template receives 2 shock markers. fired launchers, or larger vehicle mounted. We’re
just concerning ourselves with man (or alien)
Grenade Launchers allow you to send portable ones.
grenades a longer distance. Instead of using
the throwing rules above, grenade launchers Rocket Launchers are Blast weapons with
have a 10” short range, and a 20” long range. Limited Ammo, and have a short range of 12”
They follow the Blast rules, above. and a long range of 24”. They use the 5” Blast
template. Only Specialists can carry them.
We’re going to take the game a little into the
future so your troops can have Lasers. Shotguns are capable of firing pellets or
flechettes in a wide area. Shotguns have a
Lasers emit an intense ray of light that cuts short range or 6” and a long range of 12”, and
through most materials easily. Due to their do Splash damage. In addition, add +1 to the
complexity, Lasers are extremely rare. Lasers Wond roll at short range, -1 to the Wond roll at
come in Pistol, Rifle and Heavy Laser forms. Lasers long range.
are Ammo Hogs. That means they are out of
ammo on a roll of 1 or 2. They are also referred to Sniper Rifles are essentially regular rifles, but
as Rayguns or Beamers. have advanced optics and balance. For this
reason, we give them a short range of 16” and a
Laser Pistols have a short range of 8” and a long range of 32”. To get the best results from a
long range of 16”. In addition, they have armor sniper rifle only Specialists can carry them
penetration (AP) value of 1.
Flame Throwers use the teardrop template
Laser Rifles have a short range of 16” and a and follow the rules for Burst weapons, except
long range of 32”. Like their smaller brethren, the template is placed with the thinner end at
they have armor penetration (AP) value of 1. the base of the shooter. The template has short
and long range rings. Those targets within
short range have a +1 on Wound rolls.
34
Weapon Teams
Some weapons are either too large or heavy for If a team is fired on, randomize which one is hit,
one individual to comfortably use. We give unless they are the target of a burst or blast.
these weapons the “Team” property.
If the team is charged in Close Combat, the
A team usually consists of at least two minia- attacker must fight both using the Multiple
tures, a gunner and a loader. The two minia- Combatants rule (see page 13).
tures move together as one. Therefore, they are
only dealt one card for both of them. The size If the team is reduced to one miniature, it is no
and weight of the weapon slows the team longer a team. The weapon can still be fired,
down to 4” per action. And it takes two full, but only by the Specialist gunner, and cannot
uninterrupted actions to set up a team weapon be moved. A new member from your crew can
before it can fire. be moved into contact with the weapon to
form a new team. If the gunner is Out of Action,
Once set up, the weapon functions like any so is the gun for purposes of the game.
other, but it requires a separate action to break
down a team weapon before it can move again.
35
Some Weapons are so powerful, we call them For example, if you wanted a Mystical Mace, treat
Weapons of Legend. Excalibur, Mjolnir and the it as a club, with the -1 on the Wound roll, but add
sword of Conan could all be Weapons of an additional Shock marker. If you should roll a
Legend. 10 or more on the Close Comabt roll, it automati-
cally puts the target Out of Action.
Use the regular rules for each weapon type, but
the weapons become Deadly (see above).
36
Shields
A miniature cannot “Creep” while carrying a Games Workshop© knight paited by the author
shield, nor can they use a 2-handed weapon.
They may still carry a spear. Armored Teams
Modern Weaponry vs Antiquated Armor The Team making rules assume a more modern
take on your team, but if you would like to use
If you’re mixing your timelines or introducing FfoL for older, or fantasy settings, here’s how:
gunpowder to your Late Medieval scenarios,
you’ll need a slight adjustment to Armor. Your Leader starts with a Hand Weapon (like a
sword, ax or mace) and a shield, or Ranged
Guns shooting at older armor like leather or Weapon and a sword. He or she will also get
metal, gains a natural Armor Piercing (AP) trait their usual 3 Traits.
for the weapon, reducing the armor one level.
Light armor becomes no armor. Heavy drops to The Specialist gets two traits and is armed
Light. with a Hand Weapon (like a sword, ax or mace)
and a shield, or Ranged Weapon and a sword.
37
Mounts
Mounts aren’t dealt their own card at the If the rider wins the Close Combat, the lance is
beginning of the turn, they are merely modes considered broken and now useless. Other-
of transport. You are basically just giving a wise, the lance is treated as a +1 Close Combat
miniature extra movement by being mounted. weapon as above.
Most mounts can carry two riders. Mounted troops that win a Close Combat may
elect to ride past their opponent with any
It takes an action to mount or dismount. unused movement. They cannot engage in
another Close Combat unless they have a Trait
The basic move per action for mounts is 8”. that allows it (Running Attack or Unstoppable).
They may turn freely just as dismounted minia-
tures do. Mounted troops that are Wounded from Close
Combat are knocked from their mount. Scatter
There is a -1 to hit riders. If hit is scored, roll a the mount as above.
d10. On a 8+ the mount is hit instead. Mounts
are Out of Action if hit, unless there is Trait that Due to their size, mounted troops may disen-
overrides this. If there is more than one rider, gage from Close Combat and can ignore the 1”
randomly determine who is hit. engagement rule, even if their opponent is also
mounted.
A rider Shaken by Shooting, falls back 8“ from
the attack towards cover, if possible. A Wound- Mounts may be given Traits just like troops. You
ed rider is shot from the saddle and tumbles may pick one Trait for your mounts.
off. The mount is now loose. Throw a d10, The
direction of the point is the where the mount Agile- -1 if targeted by Shooting.
moves, and the number is the distance in
inches. Armored- The mount is not taken “Out of
Action” by the first hit.
If there is a second rider they may take control
of the mount by passing a Hard Task roll. Failure Charger- Add +1 to Close Combat rolls.
means the rider is thrown from the mount with
a Shock marker. Ferocious- Add a +1 to Close Combat Wound
rolls
If the player has a separate horse, the riderless
mount will wander d10” in a random direction Large- Mount only moves 6“ per Action, but
at the end of every turn. can carry 4 crew members. Elephants!
A mounted miniature gains a +1 in Close Loyal- Your mount will not wander if you are
Combat. They gain an additional +1 if they knocked from your mount.
have any kind of Close Combat weapon along
with whatever bonus that weapon has. A Sprinter- Your mount moves 10” per action.
miniature armed with a lance has a +2 (for a
total of +3) if the mount charged into Close Steady- You don’t have the -1 for Shooting
Combat a minimum of 6”. from a mount.
38
Renown
Renown represents your Team’s reputation, Promotion
good or bad, across the land. Are you hardened Instead of replacing a dead team member, you
criminals whose very name inspires terror, or can promote an existing member. You can take
laughable misfits who are jeered by the locals? promote your Specialist to Leader by Spending
4 Renown. This gives him or her the Leader Trait
Renown points (RPs) are gained by playing automatically.
scenarios or because of traits. RPs can be spent
to replace or improve team members, buy new A Regular can be promoted to a vacant Special-
equipment, or used as rerolls on a 1 to 1 basis ist spot for 2 Renown.
during a game.
Post Game
RPs don’t have to be spent right away, and can
be saved for later. If you want to see what happens after the
game, or decide to play a campaign using
Spending Renown Fistful of Lead, there’s a good chance you’ll lose
a few crew along the way.
If you need to replace a dead team member,
simply use the same rules you did when you The smoke has cleared and bodies litter the
first created your gang. ground. Now what?
Replacement Leaders cost 6 RPs Roll d10 for each model in your team that is
Specialists cost 4 RPs wounded or knocked Out of Action and see the
Regulars and Grunts cost 2 RP chart below.
39
Results: Luck
Just winged me- Team member makes a full
recovery and is ready to fight next game! Have a favorite team member that just got
killed? Have no fear.
It’s not so bad- Team member must miss the
next game, but is ready the following game. After you check the survival of each miniature,
you may select one of them. Even if they
Call the medics- The team member must miss suffered a “It’s the Morgue for you” result, they
the next game. When they return the following have managed to survive.
game, they must start the game as if already
Wounded, i.e. -1 to all rolls and moves. As with This miniature took the bullet to their lucky
any Wound, a special Queen of Hearts card can charm instead, or it hit their whiskey flask, or
remove the wound. the bullet hit their family bible. Explain it how-
Shot full of holes- Team member must miss the ever you want. This guy just got lucky. They can
next game, but is ready the following game. play the next game as if nothing happened.
However, the miniature is permanently dam-
aged. Guns for Hire
The team member must choose a Negative If you start a scenario outnumbered by 3 or
Trait. If the team member already has 2 Nega- more models, you may bolster your numbers
tive Traits, ignore this part of the result, but the by adding a group of Grunts armed with pistols
miniature must start the game as Wounded, or hand weapons. These are down on their luck
above. mercenaries or just street dregs. Either way
they only stay for this scenario and are gone.
It’s the Morgue for you- The team member is
dead. Start looking for a replacement. Useless Teams
As you can see, is pays to be the winner when it There may come a time in your campaign
comes to your crew’s survival. where one team is just too chewed up, broken
or dead to continue. At any point during the
campaign you may throw away your team and
start fresh.
Changing things up
40
Scenarios
The Treasure of Stinky Pete Forces
2 - 4 Players Both sides should have a standard team of 5
3x3’ Playing Area miniatures led by a Leader with a Specialist and
3 Regulars.
A group of pirates have found the treasure map to
the fabled treasure of Stinky Pete Pultroon! All The pirate team should contain a miniature
they have to do is cross the thief infested town with half the map.
square to their waiting boat at the pier. There‘s
one problem. It turns out they only have half the Special Rules
treasure map. Somewhere among the riff-raff of The Map- The pirate player(s) must assign a
the square a drunken sailor has the other half of miniature to be carrying the map. If the minia-
the map. Can they find it before their rivals do? ture carrying the map is put Out of Action,
another miniature in contact can grab the map
by spending an action.
A C
41
While a storm is in effect, all line of sight is Variations- If you don’t have the right terrain or
reduced to 12”. All weapon ranges are halved. miniatures, you can substitute just about
For example, a pistol would go from 6” short everything. This could be an Old West scenario
range, to 3” short range. with rival gangs fighting over a treasure map.
In addition, if a “1” is rolled, the powder is too The game can be scaled up to 4 or more
wet to use. The miniature is without a firearm. players, just make sure the forces are balanced.
You may want to increase the table size to 4’x4’
Victory after 4 players.
The pirates win if they can get both parts of the
map to the boat at location B and receive 5 You can also place a time limit on the game.
Renown Points. If they are only able to get one The boat needs to sail before the storm gets
half to the boat, they only receive 1 RP. even worse.
The rival forces must capture both halves of the At the end of turn 6, roll a d10. If the die result is
map to win. They cannot destroy the maps to 6 or below, the boat had to leave for calmer
win. They want gold too! The rivals get 5 RP if waters. If the roll is 7 or more, that becomes the
they get both parts of the map to either last turn number for the game.
location C or D.
42
The Bridge at Ville-St. Marie The second squad is bringing up the explosives
Lieutenant Daniel Duke and his squad from the from (C). They consist of five men armed with
101st have been tasked with blowing up the rifles:
bridge at Ville-St. Marie to cover the advancing Sgt. Brumble- Tough as Nails, Nerves of Steel
flank of the army. Normally this would be a job for Pvt. Plunkett- Stone Killer
the Engineers, but German troops are in the area. Pvt. White- Deft
Pvt. Finnigan- Coolheaded
Scenario Size: 3 or 4 players. Four works best Pvt. Redburn- Deadeye
In addition, each of the above should be laden
with explosives to blow the bridge.
X Y
Five German soldiers start on the road in
column at (X).
43
The Explosives- A Lady’s Favor
The parachute drop for the explosives was off, An aging Saxon lord has been left without an heir.
so now the paratroopers must carry them from He decides to offer the hand of his daughter and
the drop zone. The explosives are being carried all his lands to any knight worthy.
by the second squad entering at “C”. Each man
carries one box. It takes all five boxes to blow The lady has placed a favor (her handkerchief) in
the bridge. the ruins of a local monastery. Whomever can
retrieve the favor and present it to her, is the
If a man carrying explosives is put Out of victor!
Action, another man can pick them up, (by
spending an Action) but must move at half rate Scenario Size: 2-4 players. Four or more works
(2.5”). best.
It takes two actions to set up the explosives on Terrain: This scenario works best on a square
the bridge. 3’x 3’ table. It should contain a ruin surrounded
by forest. At one end can be the edge of a
Once the explosives are set, the American village or viewing stand for the Saxon lord, his
player should secretly roll a die and set it off to daughter and entourage to wait
the side.
Victory-
Place Forces:
The rules for victory are easy. The lord and his daughter are waiting at “X”.
They will take no part in the battle to come,
The Americans win if the bridge is destroyed. except to judge what they consider “Behavior
The Germans win if the bridge is kept in tact. unbecoming a Knight” (see Special Rules,
below).
Whichever side wins, gains 5 Renown.
Each Knight Player starts at A, B, C or D. Players
can roll off to see what order they choose.
44
Each Knight and his retainers consist of: Code of Chivalry: The lord will look unfavor-
ably upon knights who break the Code of Chiv-
The Knight: Veteran and Leader armed with a alry.
hand weapon. He wears Heavy armor and
carries a shield. Only a knight may take the favor or present it to
the lady. No knight would send a lowly peasant
Heavy Retainer: Armed with a hand weapon. to fetch the favor.
He wears Heavy armor and carries a shield.
A knight may not engage a non knight in
Light Retainer: armed with a spear. He wears combat if another knight is closer.
Light armor and carries a shield.
A knight will not engage another knight who is
Archer: He carries a bow or crossbow, but has currently in combat with another. He won’t
no armor. “gang up”.
For ease, we have left out any Traits. Feel free to Walking Tanks: Knights have trained their
add one to each miniature if you want. entire lives for combat. A knight can not be put
Out of Action until he receives 3 Wounds. Treat
Special Rules any Out of Action result on the Wound chart as
The Favor: The lady’s favor is a simple scarf or a Wound instead. Once he has sustained 3
handkerchief tied to a pole in the center of the Wounds, he will then be Out of Action.
ruins. A knight must spend an extra Action to
grab it. Only a knight can grab it. Victory!
Victory (and 5 Renown) goes to the knight who
The favor can only be taken away by putting presents the favor to the lady. If a knight is put
the bearer Out of Action, and only a knight may Out of Action, his retainers will leave the field
present it to the lady by moving to contact her. and take no further part in the fight.
The above scenario was designed by Steve Marshall for a 2018 BLAM convention game. I had so
much fun, I had to include it in the rule book. That game consisted of 6 players fighting it out for
the fair maiden’s hand. Much skullduggery and back stabbing pushed the rules of Chivalry. All
credit goes to Steve for a well designed scenario!
45
Special Rules
The Loot- Baby Face Fenster and gang mem-
bers must get the loot out of town. They have 5
sacks of loot. A miniature can carry 2 sacks
without penalty. Miniatures can carry 3 sacks
and have -1 to all rolls and movement. A model
can carry 4 sacks and only move (no shooting)
at 4” of movement per action.
GARAGE BANK
The Getaway- You can play the possible
getaway two different ways.
46
Full rules for integrating vehicles into your games Special Rules:
can be found int the Galactic Heroes Vehicle Somewhere, in one of the rough areas, is
Guide, or the Fistful of Lead Vehicle Guide to be Badlands Billy. In order to find him, the teams
released later. will have to search. To do so, they will have to
enter the Rough area, spend Actions and make
Victory a die roll.
Whether Baby Face or his gang escape, players
get 1 Renown for each bag of loot removed
from the table or recovered by the Feds.
2
1
In Search of Badlands Billy 3
2 - 4 Players
4’x4’ Playing Area
7
8
Out west of town is an area of irradiated waste-
4
lands and ancient ruins, simply known as the
Badlands. The Badlands are inhabited by giant
cockroaches, rad-scorpions, renegade mutants
and one Badlands Billy. 6
5
47
RESULTS
1- There’s a Radsnake in my boot!: a mutant 6- Lost Spring: You’ve found a spring of fresh
rattler strikes the model, quick as lightning! The water out here in the desert. Any wounded
model is immediately Wounded and the snake model that enters this piece of terrain (by
escapes into the brush. The model must roll on moving it’s entire base into the space) can heal
the Wound Chart at the end of every turn to see one Wound per turn.
how the venom affects him/her. A Special
Queen of Hearts is the only way to heal. 7- Tech!: You’ve found a piece of lost technolo-
gy. It’s irradiated. You gain 5 points of Renown,
2- Mutant Hunting Ground: Oops! The model but the model who found the gold has a -1 on
has stumbled onto sacred Mutant hunting all rolls for the remainder of the game.
ground, incurring the wrath of the Wasteland-
ers! 8- Short Cut: You’ve found a path through the
An opponent (randomly decide if more than thick underbrush. All models from your faction
one) can place 3 Mutants armed with rifles, can move through it freely at no move penalty.
anywhere outside 12” from the offending Team It still provides cover bonus and blocks line of
members at the end of the turn. site.
The Muties will be controlled by an opponent
(randomly determine each turn if more than 9- The Head of Whistlin’ Willy: People always
one) until they have killed the model that wondered what happened to the outlaw Whis-
disturbed the hunting ground. tlin‘ Willy. He disappeared a few years back into
the Badlands. But the skull you’ve found is
3- Ruins: The ruins here are so heavy, they missing four front teeth, which gave Willy his
render moving through it almost impassable. unmistakable whistling voice. He was wanted
Any model attempting to cross this area, must “Dead or Alive”. Survive to take his head back to
roll a d10. On a 1-5, they miss the rest of the town and get 5 points of Renown.
turn. On 6-10, they may pass through at half
rate as normal. 10- Badlands Billy!: You’ve found the dodgey
old coot! Place a model representing Billy next
4- Lost!: Remove the model from the table and to the model who found him. Billy doesn’t have
set it aside. The gang member has stumbled any kind of map, but he knows exactly where to
into a maze of brush, rocks and weeds. find the lost treasure. And he’s just happy to
This gang member must miss the entirety of have someone to talk to. Billy will stay with the
the following turn. Do not deal a card for them. model that found him and move when he/she
At the beginning of the next turn after that, roll moves. If, however, that model becomes
a d8 and consult the map on the previous page. Pinned, Wounded or Killed, Billy will immedi-
This roll shows where the gang member stum- ately make a 5” move towards the closest piece
bles out. of unsearched Rough terrain, hiding within. If
The player controlling him/her has the option there are no unsearched areas left, Billy will
of which edge of the Rough terrain they head towards the closest table edge. If he
appear. They are now dealt in like the rest of the makes off, he is gone. Otherwise, he’ll join any
gang. new model that takes an action to claim him.
Victory
5- Tech!: You’ve found a piece of lost technolo- The gang that gets Badlands Billy off the table
gy. It’s irradiated. You gain 5 points of Renown, edge or corner they started on, receives 10
but the model who found the gold has a -1 on points of Renown. You can also receive 1 point
all rolls for the remainder of the game. of Renown for each rival gang member
removed from the game plus whatever
Renown you earn from other sources above.
48
Sample Teams
We’ve created some sample Teams from across Archer (Specialist)
time to show how flexible the rules are and to Traits: Deadeye, Eagle-Eyed
help you get started right away with only a few Dagger & Bow
miniatures.
Loyal Soldiers (Regulars)
This is by no means a comprehensive list, nor Traits: Armor or Defensive Fighter
should it be seen as a strict historical guideline. Spear & Shield
Feel free to adjust to your liking. Team Trait: Advanced Communication
49
Sample Teams
Viking Raiders French
Jarl Lord
Traits: Leader (Free), Veteran, Master, Invulnera- Traits: Leader (Free), Armored, Veteran, Mount-
ble ed
Sword & Shield Lance, Sword & Shield
50
Sample Teams
Napoleonic Period CS Soldiers
95th Rifles Traits: Coolheaded
Brave Lieutenant Rifled Musket (12”24” -Reload)
Traits: Leader (Free), Brawler, Veteran, 9 Lives Team Trait: Ferocious
Pistol and Sword or Rifle
Colonial
Tough Sergeant Redcoats
Traits: Ranged Fighter, Steady Colonel
Rifle or Blunderbuss Traits: Leader (Free), Encouraging, Determined,
Swordsman
Riflemen Pistol and Sword or Rifle
Traits: Deadeye or Deft
Rifle Brave Sergeant
Team Trait: Loyal Traits: Tough as Nails, Deadeye
Rifle
Voltigeurs
Stalwart Lieutenant Riflemen
Traits: Leader (Free), Swordsman, Killer, Invul- Traits: Steady
nerable Rifle
Pistol and Sword Team Trait: Loyal
51
TURN SEQUENCE CLOSE COMBAT
1- Shuffle & deal one card to each player for
each miniature The two opponents both roll d10 (or applicable
2- Activate models die). 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/hers. The
difference in the two rolls give the following
bonuses to the Wound Roll:
MOVEMENT
1-2: 0 3-4: +1 5-6: +2 7 or more: +3
FOOT: SNEAK 3” WALK 5”
MOUNTED: MOUNT 8” If the score is a tie, the opponents remain locked
in Close Combat in a very dramatic fashion.
WOUNDS: -1” of movement per wound, per
action moving. Close Combat Modifiers to the Die Roll:
SHOCK: -1” of movement per shock marker,
Wounded/Shock:
per action moving.
-1 for each Wound and Shock marker the figure
DIFFICULT TERRAIN: Half rate.
has.
OBSTACLES: -1” for low walls and fences, full
Mounted:
action for high walls
+1 if mounted (if defeated model is wounded,
UP / DOWN FLOOR: -3”
he is dragged from the mount) .
Outnumbered: -1 per attacker after first (i.e. -1
SHOOTING
for facing 2 attackers, -2 for 3 attackers etc).
THE ROLL TO HIT AT SHORT RANGE IS 5+ Prone or no weapon: -1
AT LONG RANGE IS 8+ Close Combat Weapon: +? according to
weapon.
Shooting Modifiers to the Die Roll: Defending a wall/defensive terrain: +1
WOUNDING
Cover:
Light Cover -1 Roll Result
Heavy Cover -2 0 or less No effect
Size: 1-5 Shaken
Target is Small -1 6-8 Wounded
Target is Large +1 9-10+ Out of Action
Target is Huge +2
Wounds/Shock: A +1 is added to the die roll for each Wound
-1 for each Wound and Shock marker the already sustained by the affected miniature.
shooting model has (see Wounding, below) 3 Wounds puts a miniature Out of Action
Movement:
Shooter is mounted or in moving vehicle -1 RECOVERY
Target is mounted in moving vehicle -1 Wounded
Shaken
Target is on the ground* -1
1: Route Out of Action
Target is Creeping -1
2-5: Still Shaken Still Wounded
Actions:
6+: Not Shaken Model may Stand
Shooter used first action to Aim +1
NOTE: Subtract -1 for each Wound and Shaken
marker already sustained by the affected model.
Queen of Spades- Remove all Shock 7cards- Reroll one die result
SPECIAL Queen of Hearts- Remove 1 Wound 6 cards- Reload Automatically
CARDS One Eyed Jacks- +1 Shoot rolls Deuce- Roll 2 dice, pick the best result
Other Jacks- +1 to Close Combat rolls Aces- Wild
© 2019 Jaye Wiley. All Rights reserved. DOWN SHOCK WOUND OVERWATCH CREEP AMMO
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.
5”
TEMPLATE
BURST -BLAST
3”
+1
3”
5”