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Flintloque

Flintloque Rulebook

Table of Contents

Table of Contents

  • Playing Flintloque
  • Terms & Definitions
    • Experience Level
    • Unit Status
    • Other Terms
  • Flintloque Demonstration Pack Rules
    • The Turn
    • The Phases
    • Declaration Phase and the Record Sheet
      • Aiming
      • Reloading
      • Moving and Firing
    • Initiative Phase
    • Morale Phase
      • Morale Modifiers Table
      • Morale Results Table
      • Morale Effects
  • The Scenarios
    • Scenario One
    • Scenario Two
  • Character Sheets
    • Player One: The Orcs
    • Player Two: The Elves
    • Player Three: The Dwarves
    • Player Four: The Ogre
  • Fast Play Rules Sheets

Playing Flintloque

Before staging a demonstration game, the miniatures need to be painted and a suitable playing surface found to use as a battleground. Flintloque does not require a huge playing area. The actual size of the table is not too important, and the maps show the lie of the land, where the troops start from and any other important features such as bridges, woods and rivers. These are called terrain features and are usually best represented by some form of model scenery.

Paper and pencils should be at hand, as players need them through the course of the game to note what each of their characters is doing. There is not much to note down, and it does not slow the game down at all. After a few games fewer notes are needed as players become more familiar with the system, but for the first few games it is recommended that notes are made.

All measurements for weapon ranges and movement are in centimetres, so a tape measure is needed. It may be a good idea to have a tape measure for each player to hand, as it speeds up play. The only other thing needed is the rules of the game. It is very important that you read through the rules and have a few games to get the feel of things prior to staging a demonstration game, so that you can sort out any queries or problems beforehand.

Terms & Definitions

Before you play a game, you need to be familiar with some of the terms Flintloque uses to give its Characters life. A skirmish game such as Flintloque allows Players to recreate heroic battles at an individual level, where each figure represents a unique Character, with its own background, skills and weapons. To represent the differing skill levels of each Character, each is given an Experience Level and a Unit Status. These are noted on the Record Sheet (see page 9) for ease of reference during play, and are abbreviated to save players writing them out over and over again.

Experience Level

The Experience Level describes how much combat knowledge the Character has amassed. There are four different ratings, allowing for many varied levels of experience to be represented. These ratings are, from top to bottom, Veteran, Experienced, Average and Raw. This gives an indication of how experienced a soldier the Character is, and affects his ability to fight as well as his resolve to battle on against hopeless odds. The more fighting the soldier has done, the better his odds in battle. Up to Experienced Level, for every three games a Character survives without routing it gains an Experience Level. For example, if Private Noaks, a Raw RifleOrc, survived three Scenarios without routing, he would be elevated to Average status. However, to rise from Experienced Level to Veteran, the Character must survive six games without routing. Veteran is the highest Level that there is. As there are no Veteran Characters in the Scenarios included in the Demonstration Pack, the rules for them are not included here; the full rules can be found on the Alternative Armies website.

  • Experienced: A Character who is Experienced has fought many battles, but has not yet acquired the special skills of the Veteran. Experienced Characters are excellent soldiers, and are a cut above the normal Infantryman. The Dwarf leader, Schnapps Schneider, is an Experienced Character.
    • Experienced Characters use the following Special Rules:
      1. A one column shift to the left for firing.
      2. A +2 hand-to-hand combat modifier.
      3. A +2 Morale modifier.
  • Average: Average Characters are troops who are accustomed to the battlefield, but have not yet experienced enough combat to be prepared for anything. Solid & reliable, they are well equipped to meet their foes. Private Soutie is an Average Character.
    • There are no Special Rules applied to Average Characters.
  • Raw: Raw Characters are the least experienced troops on the battlefield, and they can be unpredictable in combat and have a tendency to lose heart if the battle goes against them. RifleOrc Noaks is a Raw Character.
    • Raw Characters use the following Special Rules:
      1. A one column shift to the right for firing.
      2. A -2 hand-to-hand combat modifier.
      3. A -2 Morale modifier.

Unit Status

Characters come from Units of differing abilities and levels of training. To represent this, Flintloque uses a term called Unit Status. Unit Status depends upon a variety of different factors usually relating to the quality of training the Character has received or style of fighting that they are used to.

  • Elite: These are the crème de la crème of the Army. Elite troops have been trained to the highest degree possible and their élan is of such a high level that they often choose death before dishonour.
    • Elite Characters have the following advantages:
      1. They receive a +2 hand-to-hand combat modifier.
      2. They have a +2 Morale modifier.
  • Regular: Regular troops are the rank and file of most armies, and they make up the bulk of the forces of each race. Regular troops are the most common on the battlefields of Yalon.
    • There are no Special Rules applied to Regular troops.

Other Terms

Defence Factor: The Defence Factor determines how hard a Character is to injure using missile weapons. The higher the number, the better. See the Firing Phase for details.

Attack Factor: This is the strength of hit caused by a missile weapon, and it varies with range. See the Firing Phase for details.

Wounds: Each Character has a number of Wounds, depending upon their race. An Elf, for example, begins the game with 2 Wounds. If he loses both of them, he dies. Characters recover 1 Wound between each Scenario if they were wounded.

Percentage and 10-Sided Dice: The game uses dice to represent the whim of chance. Included in the box are two ten-sided dice, one numbered 0 to 9, and the other 00 to 90. To roll a 1D10, roll the die numbered 0 to 9, where a "0" is a result of 10. To roll a percentage number, roll both dice. The "00-90" die is the tens, the "0-9" die the units. This gives a number between 01 and 100, where a result of "00" on the tens and a "0" on the units is 100.

Flintloque Demonstration Pack Rules

Remember, these rules include only information needed to play the Scenarios in the Demonstration Pack. If you want to see the full rules, check out the Alternative Armies website at http://www.alternative-armies.com.

The Turn

Games of Flintloque are carried out in a sequence of Turns. A Character may perform a number of actions during a Turn, such as shooting, reloading, aiming or moving around the battlefield. The Turn is split into Phases. Characters perform their actions in the appropriate Phase. For example, if a Character wanted to run, he would do so during the Movement Phase, and if he wanted to fight an enemy in hand-to-hand combat, he would do so in the Melee Phase.

The Phases

Each Turn is split into the following Phases:

  1. Declaration Phase
  2. Initiative Phase
  3. Morale Phase
  4. Aimed Fire Phase
  5. Movement Phase
  6. Firing Phase
  7. Melee Phase
  • Declaration Phase: In the Declaration Phase, each player decides in secret what action his Character will take. Using the Record Sheet, players note whether their Characters are Aiming (A), Reloading (R), Moving [either Walking (Walk) or Running (Run)], or Firing (F). If a Player intends to Move and Fire in the same Turn, then mark down (M/F). If you want your Character to make no action or continue fighting a melee it is already involved in, you need enter nothing in the box.
  • Initiative Phase: Players roll for Initiative to see in which order they will move. The Initiative roll affects movement, not firing.
  • Morale Phase: Some Characters will have suffered during the fighting, and may be unwilling to continue the battle. If a Character has been subjected to rough treatment by his foes, then he will have to make a Morale Check to see if he stays in the fight.
  • Aimed Fire Phase: Characters who have spent the previous Turn aiming at a target fire in this Phase.
  • Movement Phase: Characters whom you noted would Move this Turn now move in the order determined by Initiative.
  • Firing Phase: Any declared fire (other than Aimed Fire) is now performed. Except for Guerillas and Elite troops, all firing happens simultaneously.
  • Melee Phase: Finally, the Melee Phase deals with Characters involved in hand-to-hand combat. All Melee is resolved simultaneously.

Declaration Phase and the Record Sheet

The Declaration Phase is decision making time for Flintloque Commanders. To make it easy to keep track of what your troops are doing, the Record Sheet is used to note down things such as what actions the Character is taking, whether he has been wounded or not, and whether or not he needs to make a Morale Check for anything.

Looking at the Record Sheet, there is a column for the Character's name and his Status, which shows both his Experience Level and Unit Status. Following this from left to right are five "Turn" boxes, each with a separate column for noting Morale Checks, the Character's Declared Action for that Turn and a column for noting whether or not the Character is Wounded, and if so, how many Wounds it has suffered. In this Demonstration Kit, all the Character Sheets have prepared Record Sheets.

  • Declared Action box: Characters must note down their intended actions in this box; this could be Aiming, Moving, Firing, or any other legal action.
  • Wounded box: If a Character is Wounded, then you should note down how many wounds it has taken in this space.
  • MC (Morale Check): If a Character was Wounded, Pushed Back, Charged, or Hit for the First Time, or their Section Leader died, they would have to test to see whether they continue fighting. See the Morale Phase for details.

In the Declaration Phase, Players decide what actions they want their Characters to perform. There are four different actions Characters can declare, and they are Aiming, Reloading, Moving and Firing.

Aiming

If the Character declares that he is Aiming this Turn, write down Aiming in the Declared Action box on the Record Sheet. Aiming works as follows. The Character may not carry out any other action this Turn, but can fire in the Aimed Fire Phase of the next Turn with the bonus for Aiming applied to his chance to hit. This means he gets to shoot before the Firing Phase, giving him the opportunity to wound his enemies before they fire back.

However, he can lose his Aim if interrupted during the Turn or if he is forced to move as the result of a Morale Check in the Turn in which he would have fired. If he is attacked in hand-to-hand combat or wounded in his Aiming Turn, or becomes subject to restrictions caused by a Morale Check prior to the Aimed Fire Phase of the Turn in which he would fire, then he loses his Aiming bonus, and has to carry on as normal.

Reloading

If the Character needs to re-load his firearm this Turn, he notes it down in the Declared Action box on the Record Sheet. The Character must remain stationary to re-load his weapon; if he is attacked in hand-to-hand combat, is wounded or is forced to move because of a Morale Check, then he can not re-load his weapon this Turn. All weapons in the Demonstration Scenarios take one full Turn to load. A Character may re-load his weapon if he fired in the Aimed Fire Phase of the Turn, but must still spend the rest of the Turn stationary.

Moving and Firing

If a Character wishes to Move and/or Fire this Turn, then he notes this down on the Record Sheet. A Character can make a Walk move in the Movement Phase and fire in the Firing Phase, but he can not make a Run move in the Movement Phase and fire in the Firing Phase. However, if the Character fired in the Aimed Fire Phase, he may make a Run move if he wishes. A Character who fired in the Aimed Fire Phase can even fire a second Black Powder weapon if they have another loaded.

Initiative Phase

After all Characters have decided what actions they will take, they must roll for Initiative. Initiative is used to determine which Player's troops get first choice in which order they will move. Firing is simultaneous (at the same time), so the Initiative roll applies only to who moves and when. Sometimes, even though your Unit wins the Initiative roll, you will want them to move last, just to see what your enemy does so that you can react to him. This is explained in greater detail below.

Initiative is not a question of speed but depends mostly upon the quality of your soldiers. Those who have learned through experience and training often get the edge on their enemies, and this is reflected by the Initiative score each side has (see the Character Sheets on pages 20-28 for details).

To determine who has the Initiative, all players should roll 1d10 and add or subtract their sides' modifier. This can change throughout the battle: for example, if the Elves lose Captain Junot Saquais, they lose the bonus for having this Experienced Character with them. An Experienced Character can help his comrades react better to the enemy by giving them warnings based on his knowledge, but if he is killed, then his fellows are left to their own devices.

After all players have done this, they can elect when in the Turn they would like to move, starting with the player with the highest score. For example, if player one had scored 10, player two 7, player three 4 and player four 12, then player four would be able to choose his movement 'slot' first, followed by players one, two and three respectively. In games with four or more players, deciding when to move can be a headache to begin with, but the two key points to remember are that if you move before your opponent, you can engage him in hand-to-hand combat before he gets to move, and he must forgo his move for that Turn. However, if you elect to move last, your opponent can do a similar thing to you, even though you won the Initiative. That's the price you pay for hesitance.

If two players get the same Initiative score, roll 1d10 again but do not add any modifiers. Whoever gets the highest roll gets to choose their position before the other.

Morale Phase

To simulate every sane soldier's desire to stay alive, Morale Checks are made under certain conditions to see if the Character feels like fighting on. The Morale Phase judges Characters' reactions to events that occurred in the previous Turn. For example, if a Character was shot in Turn 3 and wounded, then he would have to make a Morale Check at the start of Turn 4 to see what his reaction is. He may decide to flee, take cover or he may ignore the pain and continue. To keep track of this, note down on the Record Sheet what conditions the Character will have to take Morale Checks for. Remember, as the Declaration Phase comes before the Morale Phase, you must declare your action prior to taking the test. Sometimes, you will not be able to perform the action because of the conditions of the Morale Check Result. If a Character is required to take more than one Morale Check in a single Turn, he should use the situation furthest to the left in the Morale Results Table. For example, if a Character is Hit for the First Time and Wounded, he should take the Check for being Wounded.

Example from the booklet: Oswald is shot and wounded in the first Turn of the Scenario. The fact that he is Wounded is recorded in the "W" box of Turn 1, and "WO" written in the "Morale Check" box of Turn 2. This is so the Player knows to make a Morale Check for Oswald in Turn 2. Note, however, that the Player has noted what action Oswald will take if he makes the Morale Check.

Characters must make Morale Checks when any of these conditions apply:

  1. The Character was Wounded last Turn.
  2. The Character was Pushed Back in hand-to-hand combat last Turn.
  3. The Character's Section Leader was killed last Turn.
  4. The Character was Hit for the First Time by a missile weapon last Turn.

Morale Checks are made by rolling 1d10 and adding and subtracting a variety of modifiers. Modifiers to Morale Checks depend on the Status of the Characters taking the Check, and for the purposes of the Demonstration Game, they have been pre-calculated and entered into the Statistics Roster for each of the Characters on the Character Sheets. Just to give you an idea, Elite troops have better Morale than Regular troops, and Experienced troops have better Morale than Raw ones. This means that experience can make up for poor training in some cases.

Throughout the game, there are another two Morale modifiers that you'll need to apply. If your Characters become wounded, then they must subtract two from each of their rolls. Also, if 50% of their Unit total is dead, then they must subtract a further two from all their rolls. This means that even Experienced Elite troops may run if they are wounded and their friends are killed.

Consult the Morale Results Table for the effects of the Morale Check. You will get a letter (depending upon what happened to your Character). Consult the Morale Effects table to find out what has happened to your Character.

Morale Modifiers Table

ReasonModifier
Character is Wounded (per wound suffered)-2
50% of Unit Dead-2

Once you have a total, consult the Morale Effects Table to see what has happened to your Character. Simply take the letter from the Result Table and reference it on the Effects Table. All the effects of Morale Checks are felt immediately, and any movement necessitated by them is carried out immediately.

Morale Results Table

Modified Die RollDeath of Section LeaderWoundedPushed BackHit 1st Time
1 or lessGGGE
2GFGE
3GFFD
4FDFD
5FDEC
6

Morale Effects

ResultEffect
AThe Character passes with no ill effects.
BThe Character may make a normal Move this Turn, but must be 5cm away from any enemy Characters at the end of his Move.
CThe Character partially freezes. For this Turn, it may only fire at enemy troops moving towards it.
DThe Character freezes totally. For this Turn, it may take no action at all other than defend itself in hand-to-hand combat.
EThe Character immediately Walks toward its own side's table edge, facing the enemy, and stays there this Turn. He may do nothing else this Turn.
FThe Character immediately Runs toward the best possible cover within the distance it can cover this Turn and stays there for this Turn and the next. The Character may make no other actions either Turn.
GThe Character routs and is removed from play.

Aimed Fire Phase

Characters who Aimed last Turn may fire in the Aimed Fire Phase of this Turn. This allows them to fire before any other actions (other than Morale Checks) are made, and enables them to shoot more accurately as well as fire before their foe.

Aimed fire is carried out in the same way as normal Firing (see the Firing Phase for details). However, Characters who fire in the Aimed Fire Phase may still perform actions in the later phases of the Turn.

Characters who fire in the Aimed Fire Phase of the Turn may:

  1. Make a full move (subject to the usual modifiers for terrain) in the Movement Phase (including Running); or,
  2. Reload their weapon in the Turn in which they fired (subject to the same conditions as normal, i.e. no Movement or Melee Combat); or,
  3. Fire a secondary Black Powder Weapon in the Firing Phase if they have one loaded.

Characters who declared they were Aiming last Turn but neglected to take their shot this Turn may still fire in this Turn's Firing Phase, but their shots do not count as aimed.

Targeting

Characters who Aim do not have to declare their targets, but if the chosen target moves out of Line of Sight in the Turn in which Aiming takes place or because of forced movement as a result of a Morale Test, then the Character loses the advantage of Aiming. If the target moves out of Line of Sight, then the Aiming Character can not fire in the Aimed Fire Phase at another target, but may fire in the Firing Phase. The Character loses the aimed fire bonus.

Movement Phase

Movement Rates are different for many races in Yalon. There are five different Movement Rates for each race: Crawl, Prone, Stagger, Walk and Run. The basic Movement Rate is a Walk; this allows the Character to perform actions such as firing in the same Turn. The fastest Movement Rate is a Run; this allows the Character to cover a lot of ground, but prevents him from performing other actions. If a Character is crawling along on the ground using cover, then he moves at Prone rate. The only time a Character will use one of the other two Movement Rates is if its movement is subject to modifiers for certain conditions. Refer to the accompanying Elf Movement Rate table for an illustration of the rules that follow.

Terrain features and wounds can affect a Character's Movement Rate. For example, if a Character wants to cross rough and uneven ground, he's going to have to be more careful where he puts his feet to avoid injury or to negotiate certain obstacles. Other modifiers must be taken into account too, and this is done using the simple system outlined below. Choose the right Movement Rate for the action you wish your Character to perform; either Run, Walk or Prone. These basic Movement Rates are affected by a series of modifiers, which force you to move at a different Movement Rate by shifting Movement Rate columns as indicated on the adjacent table.

All these modifiers are cumulative. For example, if you want to make a Run across Scrub land, you actually use the Movement Rate one box to the left as you are hindered by the terrain. This means that when your Characters Run over Scrub land, they cover the same distance as if they had Walked over normal terrain. If they were Wounded and wanted to Walk across a River, you would move three boxes to the left of the Walk rate (one for being Wounded and two for Crossing a River), which is effectively a Crawl. Crawl is the minimum distance a Character can traverse after modifiers, no matter how many modifiers it is subject to.

Characters can not Run for two consecutive Turns. Characters are also unable to fire in the Firing Phase if they have Run.

Obstacles like hedges cost a number of centimetres off the move of the Character to cross. A Low Hedge or Wall costs 4 cm to cross and a High Wall costs 8 cm.

Movement Rate Table (Elf)

CrawlProneStaggerWalkRun
36122436

Movement Rates for the other races in the Demonstration Pack are given on their Character Sheets: Orcs Crawl 2, Prone 4, Stagger 8, Walk 16, Run 24; Dwarves and Ogres Crawl 2, Prone 3, Stagger 7, Walk 14, Run 21.

Movement Modifiers (Move Columns to the Left)

  • Move One Column to the Left if: 1. Wounded; 2. Crossing Light Snow; 3. Crossing Scrubland; 4. It is Foggy; 5. Picking up or Carrying an Object.
  • Move Two Columns to the Left if: 1. In Light Woodland; 2. Crossing a River; 3. Crossing Deep Snow.
  • Move Three Columns to the Left if: 1. In Dense Woodland; 2. Moving Inside Buildings; 3. Crossing a Swamp.

Firing Phase

Characters may fire Black Powder weapons providing that the guns are loaded and the Characters didn't perform Run actions in the Movement Phase. Firing is based on a simple percentage system, with the chance of hitting and the potential for damage varying with range. Characters apply a variety of modifiers to the chance to hit dependent upon the circumstances they face. For example, a Character who is Wounded finds it harder to shoot straight than a healthy compatriot.

The Firing Table gives the percentage chance to hit (the number on the left side of the "/") and the strength of the hit (called the Attack Factor) across each range band. For example, a High Elf Musket at 23cm with no other modifiers would have a 45% chance of hitting at Attack Factor 3. The maximum range is the 40-50cm range band.

Firing Table: High Elf Musket (range in centimetres)

0-55-1010-2020-3030-4040-50
80/570/460/345/325/215/2

Firing is modified by the cover and conditions under which firing takes place. All modifiers are cumulative. Figure the number of columns to be shifted, then apply the result. To make it easier to convey on paper, left column shifts are called "positive" (+) shifts, while right shifts are called "negative" (-) shifts. These are included on the Character Sheets as the Firing Modifier. This modifier is applicable no matter what the Character has suffered. For example, even if an Elf Character is wounded, he gets the +1 Firing modifier. However, because he is wounded, he receives a -1 modifier also, which negates his left column shift. For example, Captain Junot Saquais receives a +2 Firing modifier (+1 for being Experienced, +1 for being an Elf). If he was wounded, he would have his normal +2, but also a -1 for the wound, which would leave him with +1. This means that instead of having two column shifts to the left, he'd have only one.

If, after all modifiers have been applied, the effective firing column is out of range or off the table (no percentage chance to hit or Attack Factor in the Firing Table), the Character can not score a hit.

Firing Modifiers

ConditionModifierConditionModifier
Character is Wounded-1Character is an Elf*+1
Target in Light Woods-2Character is Raw*-1
Target Behind Low Wall-2Character is Experienced*+1
Character Aimed+1Target Prone-2

*These Firing modifiers have already been entered into the Statistics Tables on each Character Sheet, and are given here only as reference. Do not apply them again; simply use the pre-calculated values on your Character Sheets.

Inflicting Wounds

Characters have two Statistics which measure how hard they are to wound and how much damage they can take before dying. These are the Character's Defence Factor, which is used to see how much damage they take when hit by a missile weapon, and Wounds, which measures how much damage a Character can take before dying. For example, an Elf has a Defence Factor of 2 and Wounds of 2.

Wounds are inflicted by missile weapons using the following system. Simply compare the weapon's Attack Factor with the target's Defence Factor.

  • If the Attack Factor is equal to or greater than the target's Defence Factor, then 1 Wound is inflicted.
  • If the Attack Factor is greater than twice the target's Defence Factor, then 2 Wounds are caused.
  • If the Attack Factor is greater than three times the target's Defence Factor, then 3 Wounds are caused.

General Firing Rules

  1. A Character can only fire at a target that is in its line of sight, taken from the centre of the Character's base to the centre of his target's. Range is measured from the nearest edges of the miniature's base.
  2. A Character may NOT fire if he has Run this Turn.
  3. If a Character has moved into hand-to-hand, he may not fire the Turn he does so, but the Character he is attacking gets the opportunity to shoot him as if at point-blank (0-5 cm) range if he has not already fired or Run this Turn.
  4. If a Character is engaged in hand-to-hand under any other conditions than the one above, he may not fire.
  5. Characters may not fire into melee situations in which Characters of their own side are involved.
  6. A Character may fire only ONE Black Powder Weapon per Turn, unless he fired one during the Aimed Fire Phase and has another to fire in the Firing Phase.
  7. All firing is carried out simultaneously.

Melee Phase

This phase deals with any fisticuffs on the field of battle. Any model in base-to-base contact with an enemy model is considered to be in hand-to-hand combat with him, and must resolve the fight as such.

To resolve hand-to-hand combat, each Character rolls 1d10 and adds a variety of modifiers, depending upon his race, his Experience Level, Unit Status and armament, as well as other factors such as wounds and multiple opponents. After these modifiers have been applied, the two respective scores are compared. The winner of the melee is the Character with the higher score, and the difference between the high score and the low score determines how much Damage has been inflicted. For the purpose of the Demonstration Pack, the Melee Modifiers for each Character have been pre-calculated, and the only modifications you'll need are if you're being attacked by more than one opponent (see below) and if you're wounded.

Melee Modifiers

ReasonModifier
Wounded (per wound)-2
Attacked in the Side-3*
Attacked in the Rear-6*

(* = see Multiple Opponents below for details.)

Hand-to-Hand Combat Results

Difference01-34-67-910-1213+
ResultDraw. No Wounds to eitherLoser Pushed Back 5cmLoser Suffers 1 WoundLoser Suffers 2 WoundsLoser Suffers 3 WoundsLoser Suffers 4 Wounds

Multiple Opponents

When in hand-to-hand combat with more than one opponent, each battle is treated as a separate issue. Multiple combats with equal numbers of opposing Characters should be segmented into one-on-one confrontations. For example, if an Elf is attacked by an Orc on each side, and another Elf attacks one Orc from its rear, the combat should be broken into two individual Elf vs. Orc combats. The outnumbered character must count all modifiers against every opponent. So, for example, if attacked by three enemies at once, the character will take the "attacked in the side" penalty for each separate combat. Characters can alter their facing when attacked, so that only characters being attacked by four opponents suffer from the "attacked in rear" penalty. [Sic: "four opponents" as printed.]

Disengaging from Melee

If a Character is engaged in hand-to-hand combat and finds that he no longer wants to continue the struggle, he may try to disengage his enemy. However, they must have fought at least one Turn of hand-to-hand combat before they may disengage.

For example, if a Character engages a foe in the Movement Phase before his enemy has moved, then the Characters are considered to be engaged in hand-to-hand combat, and the Character who has not yet moved loses his chance to do so. He must fight at least one Turn of hand-to-hand combat before moving out of the situation.

If a Character wishes to disengage, he may try to move, but his foe may stop him if he wins the Initiative Phase. This is resolved as follows: Player 1 is engaged in combat with Player 2. Player 1 wishes to move out of combat, but Player 2 wishes to fight on. Player 1 declares a Move in his Declaration Phase. However, Player 2 wins the Initiative Phase, and as she wishes to continue the fight, Player 1 must carry on the struggle. However, if Player 1 had won the Initiative, he could have disengaged.

The Scenarios

The Scenario One map (three A3 sheets) is not included in the scan this transcription is taken from; the text below is as printed.

The International Demonstration Kit includes two Scenarios for you to play. The first centres around the body of a dead Dwarf (see the enclosed miniature) who everybody is trying to get hold of. The second has some very unusual mission objectives, which encourages some very childish behaviour! However, before we look at them, a word about the Scenarios in general and the Character Sheets for each side.

Each race (Orcs, Elves, Dwarves and the Ogre) have different statistics, skills and equipment. They also have different agendas for each Scenario. Players can choose to either go it alone or make a quick pact of mutual assistance with a fellow, but all should be beware, as there is nothing stopping a player from changing his allegiance without warning!

The Character Sheets contain Mission Briefings, which give the objectives of each side in the Scenario. The other side shouldn't know what your mission is about, as they may try to stop you from achieving it. The Mission Briefings are intended to complement the Scenario Backgrounds, which give a brief outline of what everybody knows. The Scenario Backgrounds include a map and any special rules needed to play the Scenario.

Scenario One

The Dwarves are in something of a panic. Your scouts have reported frantic Krautian activity near a crossroads in your vicinity, and you've decided to check it out to see what all the fuss is about. It is rumoured that the Dwarf is carrying some important documents, and that the Krautians are desperate to get them back. Each side has headed to the crossroads in an attempt to recover the body of the Dwarf and the documents he carries.

To play Scenario One, you'll need the dead Dwarf model. Maps have been provided: set up with the dead Dwarf at the middle of the crossroads and each player in their respective area on the map. Whoever has the dead Dwarf must exit the map from the opposite side to which they began.

Special Rules: As neither side wants to hang around searching the body on the battlefield (after all, who knows where the Dwarf concealed the documents), you have to carry the Dwarf off the table. You must exit as shown on the map. To pick up the body of the dead Dwarf takes a whole stationary Turn next to his body. Moving with him results in a single left column shift to movement, and also prohibits the Characters from firing any Black Powder weapons. If the Character carrying the Dwarf is engaged in hand-to-hand combat, they suffer a -4 penalty to their roll. If wounded in Melee or by Black Powder weapons, the Character carrying the Dwarf drops the body.

Scenario Two

Set up the terrain according to the map below. The river should be 10cm across, and there should be only one bridge across it, 10cm wide. The river gives two left-column shifts on the movement table for Characters who try to cross it. The trees count as Light Woodland for the purpose of firing and movement.

As the Mission Objectives for this Scenario are ultra-secret, the set-up information is all that you get.

The Scenario Two map on page 20 of the booklet shows five areas of Woods, a river with a single bridge, and the entry edges labelled "Elves Enter", "Dwarves Enter", "Ogre Enters" and "Orcs Enter". The map is a picture and is not reproduced as text here; use the booklet's map.

Character Sheets

Each side's Character Sheet gives its Mission Briefing One (Scenario One) and Mission Briefing Two (Scenario Two), its statistics and its Initiative. Status codes are as printed on each sheet. Unit statistics are the pre-calculated modifiers for the Demonstration Pack (see Melee, Morale and Firing above).

Player One: The Orcs

Colonel Oswold Pebblekettle & the 105th Rifles. You are Colonel Oswold Pebblekettle, Colonel of the famed 105th Albion Rifles. The best Light Infantry troops in Yalon, the Rifles are both feared and respected by the Elves of Mordred's Armee. Dressed in unique green uniforms and armed with Albion's deadly Bakur Rifle, they perform their role as skirmishers with outstanding courage and skill. For the Scenarios that follow, you have three RifleOrcs under your command, all new recruits that only recently finished their extensive training. RifleOrcs Noaks, Pervis and Singleturn are all eager to get to grips with the Elves. You are an Experienced RifleOrc, and must see to it that your Orcs survive these missions. You know that if you are badly wounded or killed, they'll lose heart and run, so your own safety is of paramount importance too. You have one slight quirk: you have a terrible fear of water. Whatever you do, you must avoid it at all costs. You carry an umbrella at all times.

Mission Briefing One: You've heard that the Krautians have lost a very important set of documents, and they are desperate to find them. Normally, you would rush to their aid, but you are somewhat suspicious, as you would have expected them to ask for your help in retrieving them, but they haven't. It is quite possible that the Dwarves are traitors to the Krautian League, and are carrying the documents to give to your enemies. For this reason, you have decided to recover them yourself, and have a look at them. To succeed in your mission, you must retrieve the body of the dead Dwarf from the field of battle.

Mission Briefing Two: Your troops, having finished their training, need to return to their own lines, but have been cut off by some Elves. Much to your chagrin, the only way out of the situation is across the River Sticks, and you are terrified of water. All you have to do is exit with at least one of your soldiers off the northern edge of the table to claim victory. However, if you get wet, then you have lost it all... If Oswold gets wet, he is removed from play, as he'll be too busy drying himself to do anything else.

Orc Movement Rates (cm): Crawl 2, Prone 4, Stagger 8, Walk 16, Run 24.

Orc Statistics:

NameMelee ModifierMorale ModifierFiring ModifierDefence FactorWoundsStatus
Oswold+8+4n/a33Exp/El
Noaks+20-133Raw/El
Purvis+20-133Raw/El
Singleturn+20

Initiative: Oswold (Experienced Character) +1; Elite Section +2; Total +3.

Orc Bakur Rifle Ranges (cm):

Range0-5>5-10>10-20>20-30>30-40>40-50
Rifle80/770/560/445/330/315/2

Player Two: The Elves

Captain Junot Saquais. You are Captain Junot Saquais of the 1er Velite Grenadiers de la Garde Mordred. You are in charge of a small group of Voltiguers, specially trained Light Infantry from the ordinary Line Regiments who operate as skirmishers. You are currently training them to see if they've got what it takes to join the Garde, which has its own Light Infantry. All these troops have been hand-picked to accompany you on these missions so that you can assess their skills. They still need some training however, and have not achieved the elite status they crave as yet. There are four Privates and an Officer under your command. The Privates (Soutie, Sweepe, Soue and L'Escampe) are armed with the excellent Ferach Musket. The Officer, Lieutenant Corbette, is armed with a Ferach Pistol and a sword; while you yourself carry a Ferach Musket and a lethal axe.

Mission Briefing One: You've heard that the Krautians have lost a very important set of documents, and they are desperate to find them. One of your soldiers spotted a Dwarf running through a crossroads, and shot him. The soldier, Private Soutie, failed to realise the significance of his victim, and returned to your Unit blissfully unaware that he had stumbled across the courier. When he told you what had happened, you realised immediately that the dead Dwarf must be the one that they are looking for. If you managed to reclaim the documents, it would greatly enhance your prestige in the Garde, and for this reason, you've decided to take the body back to base for a closer inspection. Your objective is to leave the table with the body of the dead Dwarf.

Mission Briefing Two: Your troops, having finished their training, need to return to their own lines, but have been tempted by one final chance for glory. The esteemed Orc Rifle Colonel, Oswold Pebblekettle, is in the area, and he is trying to return to base. You've heard that he is terrified of water, and have decided to humiliate this hero of Albion by throwing him in the River Sticks, which he must cross to return to base. To throw Oswold in the river, you must win a round of Melee combat against him. If you succeed (and he is still alive) you may pick him up next Turn (even if he is forced to move as a result of a Morale Check - you get to grab him first) and carry him towards the river. He may do nothing until the Melee Phase, when he may try and struggle free. If he wins the combat, you've lost him and he is free next Turn. If you win, you keep hold of him. To throw him in the river, you must be holding him within 5cm of the water's edge. Once you are this close, there is nothing he can do, and you may throw him in during the Melee Phase of the Turn you get to the water. Oswold is quite heavy, and inflicts a left column shift to his bearer's movement. The Orcs may not fire at the Character carrying Oswold, but if the Character is injured or forced to move as a result of a Morale Check, then he drops Oswold. The Character may not fire while carrying Oswold, and is at -4 if engaged in Melee combat with anyone except Oswold while carrying him.

Elf Movement Rates (cm): Crawl 3, Prone 6, Stagger 12, Walk 24, Run 36.

Elf Firearms Ranges (cm):

Range0-5>5-10>10-20>20-30>30-40>40-50
Musket80/570/460/345/325/215/2
Pistol80/565/430/315/2--

Elf Statistics:

NameMelee ModifierMorale ModifierFiring ModifierDefence FactorWoundsStatus
Saquais+8+4+222El/Exp
Corbette+30+122Reg/Av
Soutie+10+122Reg/Av
Sweepe+10

Initiative: Saquais (Experienced Character) +1; Total +1.

Player Three: The Dwarves

Sergeant "Schnapps" Schneider. You are Sergeant "Schnapps" Schneider, an elite Krautian Scout. Originally, there were three of you in the detachment you command, and your trio was supposed to carry some important documents to another contact in the area. One of the soldiers, Hakenan, went missing after a serious drinking session, and neither you nor your remaining colleague, Private Schumaker, know what has become of him. However, what you are certain of is that he has got the documents. One of your favourite activities is gambling, and while bragging about your skills and general state of alertness, you made a bet with Hakenan that he couldn't steal the documents from you and meet up with the contact himself. Clearly, your senses aren't as fine as you thought, and he has made off with them. You must find him and recover the orders as a matter of urgency, as you don't fancy explaining this one to Krautian High Command. Both you and Schumaker are members of an elite Section, and are armed with knives and Dwarf Jager Rifles. You've heard that there are a large group of Elves nearby, so expect some trouble.

Mission Briefing One: Oops! Hakenan has gone missing, and you've just spotted his body by a crossroads! Unfortunately, there are a whole bunch of other troops approaching the body, and you've got to get Hakenan's body off the table before the enemy get their hands on him. That is your mission objective. Officially, you would ask the Orcs for help, but if word gets out that you lost these documents, then you'll be hanged.

Mission Briefing Two: While wandering around the countryside, your mind has returned to thoughts of the comforts of home. Beer, beer and more beer; it has haunted your dreams, keeping you awake at night. The nearby town of Sticks has good hotels, and you and Schumaker have decided to treat yourself to a quick holiday. However, the awful truth is that you've got no money. You are totally broke. Then, as luck would have it, you spot Colonel Oswold Pebblekettle and his men marching towards the same town. He is carrying his umbrella as always, and you think that if you could steal it from him, then you'd be able to get enough for a round of drinks if you pawned it. Your mission is to steal the umbrella and exit off the northern table edge. To steal the umbrella requires you to defeat Oswold in Melee combat, and instead of inflicting a wound, you can steal the 'brolly. Beware though; he guards that umbrella with his life.

Dwarf Movement Rates (cm): Crawl 2, Prone 3, Stagger 7, Walk 14, Run 21.

Dwarf Jager Rifle Ranges (cm):

Range0-5>5-10>10-20>20-30>30-40>40-50
Rifle75/765/555/440/325/310/2

Dwarf Statistics:

NameMelee ModifierMorale ModifierFiring ModifierDefence FactorWoundsStatus
Schneider+6+4+133El/Exp
Schumaker+6+4+133El/Exp

Initiative: Schneider (Experienced Character) +1; Schumaker (Experienced Character) +1; Elite Section +2; Total +4.

Player Four: The Ogre

Lieutenant Sven Hassle. You are Lieutenant Sven Hassle, an Officer in the Hunvarian Ogres. You are waiting for the arrival of your new recruits, who'll need training in the arts of war when they arrive. However, the fact that you're alone doesn't mean that you don't want to get involved in a good fight. You've heard that there are a few noteworthy characters in the area, such as the esteemed Orc Colonel Pebblekettle, and squashing his thick head would give you great pleasure. You've also heard that the Dwarves have lost some important documents, and that the Elves are quite keen to get their effeminate hands on them. You don't really care about documents and things, but you are quite keen to ensure that no-one else gets what they want without your permission. You are determined to stop the Elves getting hold of the documents, even though they are allied to you by treaties and other pieces of paper. You are entirely motivated by childish spite. You will do anything to make sure that everyone else's plans go wrong. Assisting you in your work is a large hammer, which you use to crush people who don't let you have your own way.

Mission Briefing One: You've heard that the Krautians are desperately searching for one of their friends, who was carrying some very important documents. They are searching for him at the moment, as are a group of Elves and a band of Orcs. All of them seem very keen to get hold of the body, so you've decided that you're going to take it yourself. After all, if everyone else wants it, you'll take great pleasure in spoiling their fun.

Mission Briefing Two: Several small groups of troops are heading for a bridge over the River Sticks: why, you do not know. What you are certain of is that if they want to cross the bridge, then you must stop them, but it may be quite difficult, as there are a lot of them. However, they all seem to be heading for Oswold Pebblekettle, the Orc leader, and he himself seems to be trying to get to Sticks, which is north of the river. You have decided to grab Oswold and carry him off south, back to your headquarters where he can be interrogated properly. This should mean that no-one else gets to do what they want, which is fine by you. To pick up Oswold, you must defeat him in a round of Melee combat. If you succeed (and he is still alive) you may pick him up next Turn (even if he is forced to move as a result of a Morale Check - you get to grab him first) and carry him towards the river. He may do nothing until the Melee Phase, when he may try and struggle free. If he wins the combat, you've lost him and he is free next Turn. If you win, you keep hold of him. Oswold is quite heavy, and inflicts a left column shift to his bearer's movement. The Orcs may not fire at you if you're carrying Oswold, but if you are injured or forced to move as a result of a Morale Check, then you drop him. You are also at -4 if engaged in Melee combat with anyone except Oswold while carrying him.

Ogre Movement Rates (cm): Crawl 2, Prone 3, Stagger 7, Walk 14, Run 21.

Ogre Statistics:

NameMelee ModifierMorale ModifierFiring ModifierDefence FactorWoundsStatus
Hassle+8+2-44Exp

Initiative: Hassle (Experienced Character) +1; Total +1.

Fast Play Rules Sheets

The two Fast Play sheets (pp. 29–30) restate the Phases and the Morale, Firing, Movement and Melee tables above in condensed form. The Sequence of Play they list is:

  1. Declaration Phase: note your action in the "Declared Action" box (Reload, Aim, Fire or Move).
  2. Initiative Phase: roll 1d10 and add your side's modifier. Players choose when to move in descending numerical order.
  3. Morale Phase: make Morale Checks (see Morale Phase above).
  4. Aimed Fire Phase: fire any Aimed shots now.
  5. Movement Phase: move troops in order of Initiative, applying modifiers where applicable.
  6. Firing Phase: check range, apply modifiers, roll d100 and see if you've hit. A "+" sign means you shift columns to the left, while "-" means you shift columns to the right.
  7. Melee Phase: roll 1d10 and any relevant modifiers (pre-calculated on the Character Sheets) and consult the Hand-to-Hand Combat Results table.
Aimed Fire Phase
  • Targeting
  • Movement Phase
    • Movement Rate Table (Elf)
    • Movement Modifiers (Move Columns to the Left)
  • Firing Phase
    • Firing Table: High Elf Musket (range in centimetres)
    • Firing Modifiers
    • Inflicting Wounds
    • General Firing Rules
  • Melee Phase
    • Melee Modifiers
    • Hand-to-Hand Combat Results
    • Multiple Opponents
    • Disengaging from Melee
  • E
    C
    E
    B
    7EBEB
    8DBAB
    9CAAA
    10 or moreAAAA
    -1
    3
    3
    Raw/El
    +1
    2
    2
    Reg/Av
    Soue+10+122Reg/Av
    L'Escampe+10+122Reg/Av