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PLAYING A ROUND — PAGE 9 SHOOTING ENGAGEMENTS — PAGE 13 PANIC — PAGE 19

Starting with the player who has the Initiative: Starting with the player who is shooting: Over the course of the game, units will build up panic from the stress
of battle. This is represented by panic tokens. A unit receives a panic
1. Players take turns picking a Snob they control and giving an order 1. Declare the target of the shooting engagement.
token if:
to a friendly unit of Followers within Command Range. 2. If the target unit is able to shoot, and has at least one model in
2. Once all Snobs have given an order, players take turns picking a range and line of sight, it must Return Fire (p.14). • They blunder an order.
unit of their own Followers that has not been ordered already and 3. The shooting units perform a number of simultaneous shooting • They are the target of a shooting attack and suffers at least one hit.
perform an order. attacks (p.14) equal to the number of models in its unit. If a unit is • They fight a melee.
3. Once all Snobs on the table have given an order and all Follower hit by 1 or more shooting attacks it receives 1 panic token. • They fail a dangerous terrain test.
units on the table have perfomed an order, the round ends. 4. Both players remove any casualties and work out the winner and Panic Test: When a unit is charged, it must take a panic test.
Remember: Instead of giving an order to a Follower unit, a Snob may per- loser (p.15). roll a dice and add 1 for each panic token the unit has. If the result is
form an order from the Orders List. 5. If there is a winner, the loser must retreat. If no winner can be 7+ the unit retreats.
determined, then no unit retreats.
6. The shooting engagement ends. RETREATING — PAGE 20
Remember: Units with powder smoke tokens (p.14) cannot shoot. When a unit retreats, it moves directly away D6, +2” for each panic
token it has.
MELEE — PAGE 18
Melees are fought in Bouts.
ORDERING A UNIT — PAGE 10
Starting with the player that charged (p.16)),
1. Choose a nearby friendly unit of Followers in command range of
your Snob to receive the Order. 1. Make a number of melee attacks (p.18) equal to the combined
Attacks (A) of every model in your unit.
2. Declare which unit you have chosen and an order they are going
to perform from the Orders List. 2. Your opponent removes any casualties suffered.
3. Roll to see if the unit Blunders (p.11). 3. Your opponent makes a number of melee attacks equal to the
combined Attacks (A) of every model remaining in their unit.
4. Perform the order to completion.
4. Remove any casualties your unit suffers.
Remember: When a Follower unit wants to perform an order without a Snob,
they must roll to see if they scenario blunder (p.11). 5. If there is a winner, the loser must retreat. If no winner can be
determined, then neither unit retreats and players fight another
ORDERS LIST — PAGE 11 bout until a winner has been found or one unit is destroyed.
6. After the Melee if over, all units involved in receive 1 panic token. TERRAIN — PAGE 22
• VOLLEY FIRE! — The unit enters a shooting engagement with
target enemy unit within weapon’s range. Reduce the ordered Remember: All models in a unit may attack, even if they are not in base-to- • DANGEROUS TERRAIN — Units that move across dangerous
unit’s Inaccuracy (I) by 1 for the duration of the engagement. base with the enemy. terrain must take a dangerous terrain test.
BLUNDER: If this unit blunders, it does not receive the -1 (I). • DANGEROUS TERRAIN TESTS — Roll a dice for every model
in the unit. If the result is an unmodified 1, remove that model.
• MOVE AND SHOOT! — The unit moves (p.12) up to their full
Movement (M) and enters a shooting engagement with a target If any model in the unit fails a dangerous terrain test, the unit
enemy unit within their weapon’s range, if possible. receives a single panic token.

BLUNDER: If this unit blunders, it may only move D6” before • DEFENSIBLE TERRAIN — Increase Inaccuracy (I) by 1 if
entering the shooting engagement. shooting at models wholly within a piece of defensible terrain.

• MARCH! — The unit moves up to their Movement (M) plus an Units wholly within defensible terrain have Fearless when shot at.
additional 2D6”. Fearless: Every time a unit with fearless is required to retreat,
BLUNDER: If this unit blunders, it may only move up to M+D6”. including after a failed panic test, on a 3+ they do not retreat and
are treated as if they passed the panic test.
• CHARGE! — The unit charges (p.16), moving M+2D6” towards a
target enemy unit within charge range and line of sight, and fights • COVER — Increase Inaccuracy (I) by 1 if shooting at models
in a melee. behind and within 3” of a piece of cover.

BLUNDER: If this unit blunders, it may only charge M+D6”.


Remember: A unit receives a panic token each time it blunders.
UNITS — PAGE 28 CAVALRY FOLLOWERS
SNOBS Whelps (4 Models) Base Size: 40/60mm
Toff (1 Model) Base Size: 20/60mm Command Range: 6” M A I W V
12” 2 5+ 2 6+
M A I W V
6” 2 5+ 2 5+
Weapon’s Range Special Rules
18” Dash
Weapon’s Range Special Rules
6” Toff Off! Bastards (3 Models) Base Size: 40/60mm

Toady (1 Model) Base Size: 20/40mm Command Range: 3” M A I W V


12” 4 5+ 2 5+
M A I W V
6” 1 5+ 1 5+ Weapon’s Range Special Rules
18” Bowel-Loosening Charge
Weapon’s Range Special Rules
6” N/A ARTILLERY FOLLOWER

Stump Gun (1 Model)


M A I
Base Size: 40/80mm
W V
STRANGLIN’ HARRY’S
ALMANAC & QUICK REFERENCE GUIDE
0” 3 6+ 3 5+
• The Stump Gun is equipped as if it had a Black Powder weapon.
• Ammunition: When a Stump Gun makes a shooting attack, it can
use one of two types of ammunition: Round Shot or Grape Shot.
FOLLOWERS Shot Type Weapon’s Range Rules
Fodder (12 Models) Base Size: 20/30mm The player rolls three shooting attack
dice instead of the usual one. Any
M A I W V
Round
60” hits cause 2 wounds to the target unit.
Shot

H
6” 1 6+ 1 6+ These wounds cannot be prevented by
a Vulnerability roll. arry flushed his nostrils in exasperation. “What do you
Weapon’s Range Special Rules Grape Shot 12” 3D6 shooting attacks. mean you can’t remember anything?”
18” Safety in Numbers The meat-faced drill sergeant had had enough. The latest
Special Rules
batch of recruits were trying their best to kill each other and their
Brutes (6 Models) Base Size: 20/30mm Unstable Icon, Stubborn Fanatics, Preliminary Bombardment incompetence was bringing him out in a rash.
M A I W V “This here is Stranglin’ Harry’s Almanac. The collected knowledge
6” 2 5+ 1 5+ EQUIPMENT — PAGE 28 of my ancestors and Quick Reference Guide. Now, look, I know it’s
only a single page, but it’s double-sided and you’ll cut yourself on
• BLACK POWDER (Ranged) — The unit receives a powder
Weapon’s Range Special Rules anything larger.”
smoke token (p.14) every time it shoots .
18” Fearless • MISSILE WEAPONS (Ranged) — The unit reduces the Stranglin’ Harry’s Almanac is the comprehensive quick reference
Vulnerability (V) of their target by 2 when they shoot. guide for the discerning Turnip28 player.
Chaff (4 Models) Base Size: 20/30mm
• CLOSE COMBAT WEAPONS — The unit reduces its Core Rules v17: At the time of writing, v17 is the latest version of the
M A I W V Inaccuracy (I) by 1 for all melee attacks and may re-roll its Core Rules. Stranglin’ Harry’s Almanac and Quick Reference Guide
6” 1 5+ 1 6+ charge distance dice (p.16). is to be used in combination with the Core Rules where players will find
comprehensive explanations of the rules referenced here.
Weapon’s Range Special Rules
• PISTOLS AND SABRES (Ranged) — Snob Equipment. The The rules can be found free on the Turnip28 Patreon:
18” Sharpshooters, Vanguard, Skirmish Snob never blunders when performing an order. http://www.patreon.com/Turnip28

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