complete flintloque

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The Complete Flintloque Compiled by S. Day for The Swindon and District Wargames Club These rules have been compiled from the following sources:- Flintloque – The Skirmish Grapeshotte Deadloque – Death in the Snow

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Page 1: Complete Flintloque

The Complete FlintloqueCompiled by S. Day

for

The Swindon and District Wargames Club

These rules have been compiled from the following sources:-Flintloque – The Skirmish

GrapeshotteDeadloque – Death in the Snow

Flintloque II – War in Catalucia (play test version)Orcs in the HillsLoque ‘n’ Load

The Alternative Armies web pageOther valuable web sites

Flintloque, Deadloque and all associated items are copyright to Crescent City Industries

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Index

Item Page

Index ……………………………………………………………………………………………… 1

Terms and Definitions ……………………………………………………………………………. 4Experience Level ………………………………………………………………………... 4

Mortal Characters and Vampyres …………………………………………….. 4Veteran ………………………………………………………………. 4Experienced ………………………………………………………….. 4Average ………………………………………………………………. 4Raw …………………………………………………………………… 5

Undead Experience Levels …………………………………………………….. 5Fresh ………………………………………………………………….. 5Worn ………………………………………………………………….. 5Decayed ………………………………………………………………. 5Vampyres and Wraiths ……………………………………………….. 6Liches ………………………………………………………………… 6

Unit Status ………………………………………………………………………………. 6Elite ……………………………………………………………………………. 6Regular ………………………………………………………………………… 6Militia ………………………………………………………………………….. 6Guerrilla ………………………………………………………………………... 6Undead …………………………………………………………………………. 7

Other Terms ……………………………………………………………………………… 7Defence Factor …………………………………………………………………. 7Attack Factor …………………………………………………………………… 7Wounds ………………………………………………………………………… 7Percentage and 10-sided Dice ………………………………………………….. 7

Units in Flintloque ………………………………………………………………………………... 8The Unit ………………………………………………………………………………… 8

Infantry Unit Strength …………………………………………………………. 8Cavalry Unit Strength …………………………………………………………. 8

Designing Your Unit ……………………………………………………………………. 8Racial points costs …………………………………………………………….. 8Black powder weapons points costs …………………………………………… 9

Melee weapons points costs …………………………………………………… 10Racial Statistics Table …………………………………………………………. 10Cavalry in Flintloque …………………………………………………………. 10

The Turn Sequence ……………………………………………………………………………….. 13The Phases ………………………………………………………………………………. 13Declaration Phase ……………………………………………………………………….. 14

The Record Sheet ……………………………………………………………… 14Initiative Phase ………………………………………………………………………….. 16Charge Phase ……………………………………………………………………………. 17Morale Phase ……………………………………………………………………………. 18

Cavalry Charges ……………………………………………………………….. 18Morale Results Table ……………………………………………………….…. 19Morale Effects Table ………………………………………………………….. 19

Aimed Fire Phase ……………………………………………………………………….. 21Targeting ………………………………………………………………………. 21

Movement Phase ………………………………………………………………………… 22Firing Phase ……………………………………………………………………………... 23

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Inflicting Wounds ……………………………………………………………... 23Interrupt Firing ……………………………………………………………….. 24Cover ………………………………………………………………………….. 24Grenades ………………………………………………………………………. 25Firing at Cavalry ………….…………………………………………………… 25Misfires ………………………………………………………………………... 25Black Powder Weapon Statistics ……………………………………………… 26

Melee Phase …………………………………………………………………………….. 27Multiple Opponents …………………………………………………………… 28Disengaging from Combat ……………………………………………………. 28Cover …………………………………………………………………………… 28Moving Over Defended Terrain ………………………………………………... 29

Appendix 1 – Mortal Characters ………………………………………………………………….. 30Dogs ……………………………………………………………………………………... 30Elves …………………………………………………………………………………….. 30Goblins ………………………………………………………………………………….. 30Halflings ………………………………………………………………………………… 30Highland Rats …………………………………………………………………………… 31Othari ……………………………………………………………………………………. 31Todoroni …………………………………………………………………………………. 31Werewolves ……………………………………………………………………………… 32Wolves …………………………………………………………………………………… 32

Appendix 2 – Undead Characters …………………………………………………………………. 33Vampyres ………………………………………………………………………………… 33Liches …………………………………………………………………………………….. 34Zombie and Skeletons …………………………………………………………………… 34Moskova Guard ………………………………………………………………………….. 34

Appendix 3 – Limited Edition Miniatures Rules …… …………………………………………… 35Lieutenant Sharke ……………………………………………………………………….. 35LE008 – Daniel La Roo …………………………………………………………………. 35LE012 – Digby von Klausewitz ………………………………………………………… 36LE013 – Razputrovitch …………………………………………………………………. 36LE014 – Angus McBam ………………………………………………………………... 37LE015 – Scooby Doom & Raggy ………………………………………………………. 38LE018 – Margrave Ivan Wintermore …………………………………………………… 38LE025 – Lady Wintermore ……………………………………………………………... 39LE030 – Marshal Sault …………………………………………………………………. 39

Appendix 4 – Character Skills ……………………………………………………………………. 40Dealing with Experience ………………………………………………………………… 40Section Leaders ………………………………………………………………………….. 40Skills and Experience Levels ……………………………………………………………. 40Gaining Skills ……………………………………………………………………………. 40

Appendix 5 - Artillery Rules ……………………………………………………………………… 43Cannon ………………………………………………………………………………….. 43Howitzers ………………………………………………………………………………... 43Rockets …………………………………………………………………………………... 43The Crew ………………………………………………………………………………… 43Moving Artillery ………………………………………………………………………… 44Reloading Artillery ……………………………………………………………………… 44Ammunition ……………………………………………………………………………... 44Firing Artillery …………………………………………………………………………... 45

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Templates ………………………………………………………………………………... 46Spiking Guns …………………………………………………………………………….. 46Rockets …………………………………………………………………………………… 46Morale Effects of Rockets ……………………………………………………………….. 47Firing Artillery at Buildings ……………………………………………………………… 47

Appendix 6 – FAQs ………………………………………………………………………………... 49

Appendix 7 – Summary sheets …………………………………………………………………….. 53

Appendix 8 – Flintloque Record Sheet ……………………………………………………………. 60

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Terms and Definitions

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 for ease of reference during play, and are abbreviated to save players writing them out over and over again.

Experience Level

Experience level describes how much combat knowledge the character has amassed. There are different ratings for mortal characters and the undead, and they are as follows.

Mortal Characters

The four 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 Jardine Perimones, a “Raw” soldier survived three battles 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 there is.

Veteran

A Veteran character is a highly experienced soldier who has survived everything that the enemy has thrown at him. Natural leaders and deadly fighters, Veterans are the best soldiers on the battlefield. Your unit will never have more than one veteran in its ranks.

Veteran Characters use the following special rules:

a) A two column to the left shift for firingb) A +3 hand-to-hand combat modifierc) A +4 morale modifierd) The character can ignore “hit for the first time” morale checks.

Experienced

A character who is experienced has also 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.

Experienced Characters use the following special rules:

a) A one column shift to the left for firingb) A +2 hand-to-hand combat modifierc) 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 and reliable, they are well equipped to meet their foes.

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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.

Raw Characters use the following special rules:

a) A one column shift to the right for firingb) A –2 hand-to-hand combat modifierc) A –2 morale modifier

Undead Experience Levels

Experience levels work differently for Undead troops. The following rules apply only to skeletons and zombies. Vampyres are treated as living creatures for the purposes of experience levels.

The three ratings for Undead troops are Fresh, Worn and Decayed. Instead of rising from Raw to veteran as an Elf would, they decay from Fresh (the undead equivalent to experienced) to Decayed (the undead equivalent of raw). Fresh troops are Zombies; Decayed characters are always skeletons. For every three games an undead soldier fights, he looses one experience level. So for his fourth battle, a character who had been fresh would become worn, and upon his seventh he would become decayed. After three games as a Decayed character, the unfortunate soldier crumbles into dust, and is removed from the game as if dead.

For purposes of Morale, Decayed troops are the best, for they are so completely mindless that they never think to run. But for all other purposes, fresh troops are best, for they still retain muscle mass, vigor and some semblance of thought.

Fresh

Fresh troops are those that have been recently re-animated into the service of the Star Wraith. They still retain most of their faculties, but are prone to becoming confused due to their new life.

Fresh Troops are subject to the following special rules:

a) They receive a one column shift to the left for firingb) They receive a +2 hand-to-hand combat modifierc) A –2 morale modifier

Worn

Worn troops have seen some active service as regenerated recruits, and tend to have lost the combat initiative of fresh troops. Worn zombies are well on their way to becoming skeletons.

Decayed

Decayed troops are those which have been around for quite some time, and it shows. While they fear very little and are totally “comfortable” with being Undead, they make poor soldiers and lack initiative.

Decayed Troops are subject to the following special rules:

a) A right column shift for firingb) A –2 modifier for hand-to-hand combatc) A +2 morale modifier

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Vampyres and Wraiths

Vampyres and Wraiths are a special case. They are different than their Undead rank and file troops, and to reflect this, they use the same system of experience levels as mortal characters. So, for example, if an average Vampyre survived three scenarios, he would become experienced. The same is true of Wraiths, who form much of the Star Wraith’s flying cavalry arm. Both of these types of Undead learn from their combat experiences and as such are treated a mortals. They do not decay. In addition, Vampyres and Wraiths regenerate 1 wound between scenarios in the same way that mortals heal.

Liches

Liches are a case unto themselves. They are always treated as if they were experienced troops, such is their deadly power. They never need to take a morale check for any reason, and do not decay like Undead rank and file troops. However, they never rise in experience either; they are always Experienced troops until they are destroyed. They can not heal their wounds between scenarios.

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 they are used to. There are five different types of troops in Flintloque:

Elite

These are the crème de la crème of the army. Elite troops have been trained to the highest degree possible and their elan is of such a high level that they often choose death before dishonour.

Elite characters have the following special advantages:

a) They may fire before characters of Militia status in the firing phaseb) They receive a +2 hand-to-hand combat modifierc) They have a +2 morale modifier

Regular

Regular troops are the rank and file of most armies. Regular troops are the most common of the battle fields of Valon.

Militia

Militia are unfortunate conscripts who receive little military training. Clumsy on the battlefield and prone to running away, Militia troops are regarded as inferior by their regular counterparts.

Militia are subject to the following special rules:

a) They have a –1 hand-to-hand combat modifierb) They have a –1 morale modifier

Guerrilla

Guerrillas are ruthless bandits or freedom fighters who have local knowledge on their side. Quick and deadly, Guerilla troops may have no formal military training, but they make up for this with skills borne of war itself.

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Guerrillas are subject to the following special rules:

a) They may fire before any character of another unit status, including Elites.b) They have a +1 hand-to-hand modifier.

Undead

This is the unit status afforded to the rank and file of the Star Wraith’s army. Very little military training is given to any undead unit; as many of them were former soldiers, they still retain the knowledge to load and fire a musket, and the Star Wraith requires little else other than they spill the blood of their foes. Troops of Undead status are slow and dim-witted.

Troops of Undead status are subject to the following special rules:

a) They receive a –1 hand-to-hand combat modifier.b) They decay after every three scenarios that they survivec) They receive a right column shift to all firing.

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 looses both of them, he dies. Mortal characters, Wraiths and Vampyres recover 1 wound between each scenario if they are wounded. Zombies and skeletons have more wounds, as they take a lot to put down, but they never heal any wounds between scenarios.

Percentage and 10-sided Dice

The game uses dice to represent the whim of chance.

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Units in Flintloque

The Unit

Flintloque is a fast-play skirmish adventure game set at section and platoon level, allowing players to field units in which one miniature represents a single individual character with his own skills and abilities.

The smallest formation on a normal battlefield is the company. Typically, a number of these companies make up a battalion of infantry or a squadron of cavalry, which form the basic combat unit in the massed battles fought on Valon. We are concerned with the sub-divisions of companies, platoons and sections. While platoons and sections do not fight as separate units on the battlefield they are frequently dispatched to perform dangerous missions for which only a few good men are needed; these are the actions which make up the world of Flintloque. As a guideline, we shall look at the organisation of an Infantry section.

Troops are organised into sections. On paper, a section consists of twenty five men, but due to losses, disease and desertion, most sections rarely muster this strength.

Infantry Unit StrengthInfantry unit strengths for games of Flintloque are usually between ten and twenty soldiers on each side. This is left up to the players to decide. Players should also remember that an equal number of troops on each side does not always make for an equal or fair game. For example, six elite experienced orc riflemen would annihilate the same number of Elven Militia with no difficulty whatsoever. So when you design your own scenarios, bear in mind the different abilities of your troops in relation to each other, and aim for balance in most cases (unless you’re playing a “last ditch stand” type of scenario, in which a few experienced soldiers have to hold out against hordes of their enemies for as long as possible.)

Cavalry Unit StrengthCavalry units are usually between six and ten characters strong.

Designing your unit

Units are created by players using a points system. The points system is designed so that players may create units of similar abilities and skills, and to give guidelines for a balanced game. Basic troops cost a variable amount of points according to race and armament. A series of points cost modifiers can be added to the character to make it raw, experienced, etc.

Remember, only one Veteran character is allowed per unit.

Racial Points Costs:

Bog Orc Dark Elf Dog Dwarf Elf Goblin Halfling OgreRaw 17 10 13 12 12 9 7 21Average 21 13 17 16 16 12 10 26Experienced 25 16 21 21 20 15 13 31Veteran 29 19 25 24 24 18 16 36Militia -2 -1 -2 -2 -2 -1 -1 -3Guerrilla +2 +1 +2 +2 +2 +1 +1 +3Elite +3 +2 +3 +3 +3 +2 +2 +4

Orc Othari Highland Rat

Lowland Rat

Todoroni (Little)

Todoroni (Big)

Trolka Wolf

Raw 15 9 16 9 9 13 15 ---Average 19 12 20 11 11 16 19 7Experienced 23 15 24 13 13 19 23 ---Veteran 27 18 28 15 15 21 27 ---Militia -2 -1 -2 -1 --- --- -2 ---Guerrilla +2 +1 +2 +1 +2 +3 +2 ---Elite +3 +2 +3 +2 +4 +5 +3 ---

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Zombie Skeleton Werewolf (7th)

Werewolf (3rd)

Moskova Guard

Vampyre KGB Liche

UndeadDog

Wraith

Decayed / Raw 6 5 14 18 14 20 --- 8 16Worn / Average 8 7 18 23 16 26 --- 10 20Fresh / Experienced 10 9 22 28 18 32 17 12 24Per Wound +1 +1 --- --- +1 --- --- +1 ---Veteran --- --- 26 33 --- 38 --- --- 28

Undead units that have a “per wound” cost are treated as having zero wounds to begin with. Wounds have to be bought up to a maximum of 6 for Zombies, Moskova Guard and Undead Dogs, and five for skeletons. For example, a worn Zombie with five wounds would cost 13 points.

Black Powder Weapons Points Costs:

The majority of soldiers in the world of Valon are armed with some sort of Black Powder weapon. Many races have developed firearms unique to their kind, and this is reflected in the list of Black Powder weapons available. If you look at the list, you will see that some weapons are “Standard” and others are race-specific, e.g. “Ferach Musket” and “Orc Bessie”. You will then notice that there are two different point’s values for each of the race-specific weapons. The cost on the left is the cost in points for any other race to have the weapon (providing it can carry and fire it!).

Players commonly arm their characters with whatever weapons their miniatures are carrying. The vast majority of miniatures in Flintloque are armed with a musket of some sort. An Elf will be armed with a Ferach Musket, an Orc with an Orc Bessie, a Dwarf with one of the two Dwarf muskets, etc. Specialist troops such as the Jagers will be armed with Rifles, and others may have a Blunderbuss. There are some restrictions on weapons regarding who may or may not wield them. Only Ogres may use any type of the following: the Kannonderbuss (both types), the Double Musket, and the Ogre “Big Bessie”. Dwarven Landwehr are always armed with the Dwarf Musket, and never the Dwarf Musket mark II. Only Halflings may have a Halfling Musket Barrow.

Weapon Race Non Weapon Race NonHigh Elf Musket 5 9 Ferach Pistol 3 6Standard Musket 5 --- Standard Pistol 4 ---Dwarf Musket 2 5 Orc Artillery Pistol 3 6Dwarf Musket Mk II 4 5 Standard Rifle 7 ---Ogre Big Bessie 9 13 Bakur Rifle 7 15Orc Bessie 5 10 East Valonian Chicken Rifle 5 ---Goblin Musket 3 5 Dwarf Jager Rifle 6 9Rat Short Musket 4 5 Ostarian Repeating Air Rifle 6 10Elf Dragon Musket 4 6 Standard Blunderbuss 7 ---Dark Elf Musketoon 4 6 Dog Grenadier Blunderbuss 7 10Double Musket 9 13 Fowl Gun 5 ---Otharmann Jezail 4 8 Kannonderbuss (Kannister) 9 ---River Goblin Musket 2 5 Kannonderbuss (Roundshotte) 9 ---Standard Carbine 3 --- Standard Grenade 4 ---Ferach Carbine 3 5 Orc Grenade 4 6Grenade Launching Carbine 9 --- Elf Fyre Grenade 4 7Volley Gun 7 --- Halfling Musket Barrow 9 ---

There are two different values for each of the Black powder weapons listed here. The one on the left is the points cost for the race mentioned in the title of the weapon and the cost on the right is for all other races. For example, the Orc Bessie costs 5 points for an Orc, but 10 points for any other race.

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Some races will be able to use weapons not designed for them. For example, Bog Orcs use virtually all the weapons on the table. However, as there are no weapons specially designed for them, they must always pay the higher cost.

Melee Weapons Points Costs:

The point’s costs for melee weapons are determined by the melee modifier of the weapon. A +1 modifier costs 3 points, a +2 modifier costs 6 points and a +3 modifier costs 9 points. Where a melee weapon’s modifier varies with use (e.g. the lance, which is +3 for the first turn of melee only), the largest applicable modifier is used.

See the weapons table in the Melee Phase section for details of weapon modifiers.

Racial Statistics TableMove Rates In cm

Race Crawl Prone Stagger Falter Walk Run DF W MeleeBog Orc 2 4 8 12 16 24 3 3 +3Dark Elf 3 6 12 18 24 36 2 2 0Dog (Mortal) 2 5 10 15 20 28 3 3 +1Dog (Undead) 2 5 10 15 20 28 3 6 0Dwarf 2 3 7 11 14 21 3 3 +1Elf 3 6 12 18 24 36 2 2 +1Goblin 2 5 10 15 20 28 2 2 0Halfling 2 5 10 15 20 28 1 1 +3Liche 2 4 8 12 16 24 2 6 +4Ogre 2 3 7 11 14 21 4 4 +3Orc 2 4 8 12 16 24 3 3 +2Othari 2 5 10 15 20 28 2 2 +1Rat (Highland) 2 5 10 15 20 28 3 3 +2Rat (Lowland) 2 5 10 15 20 28 2 2 0Skeleton 2 4 8 12 16 24 2 5 -1Todoroni (Big) 2 4 8 12 16 24 3 3 +3Todoroni (Little) 2 5 10 15 20 28 2 2 +2Trolka 2 5 10 15 20 28 3 3 +2Vampyre 3 6 12 18 24 36 4 8 +3Werewolf (3rd) 3 6 12 18 24 36 3 3 +3Werewolf (7th) 3 6 12 18 24 36 2 2 +3Wolf 3 6 12 18 24 36 1 1 +4Wraith 2 5 10 15 20 28 3 3 +2Zombie 2 4 8 12 16 24 2 6 0

Additional details/rules about specific races can be found in Appendix 1 (Mortal Characters) and Appendix 2 (Undead Characters).

Cavalry in Flintloque

Mounts are in addition to their riders. Each mount must have a rider – riderless mounts shouldn’t be fielded as part of a section as they can’t fight. It must be remembered that characters riding a rhinoceros are rare in the extreme!

What makes a Horse different from a Unicorn? Should you stand and fight when a Rhinocerous is carrying your foe? Should a Pig give you pause for thought, or should you just treat it as bacon on the bone?

These Rules are designed to keep the game simple, and to help clarify some controversial mounted moments that have arisen when playing Flintloque. These rules are designed to cover every mangey, flea-ridden bag of bones to gallop across the grasslands and plains of your battlefield. They work as thus: To keep it simple, each mount has only one Wound. Why? Well, to keep paperwork down to a minimum

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while retaining the individuality of the mounts, it is necessary to make some sacrifices. Inflicting one Wound on any mount is enough to take it out of the game.

For the purpose of playing Campaign battles, the mount is not actually dead but merely out of action (or “resting”). If a mount is “taken out”, then the animal is out of action for the current Scenario. However, it returns at full health for the next one. This means that Cavalry remain as Cavalry unless the rider is killed. If this happens, then the mount goes into a long period of mourning and is removed from play with its late owner. This means that if, for example, Dunderdorf (Obidiah’s Cavalry) was killed, no-one else could ride the Rhino in Campaign games, as the Rhino would be too upset to fight. Animals have feelings too, you know.

The main difference in these animals is that some are so tough you’ll be hard pressed to make an impression upon them. Most terrifying of all is Dunderdorf’s Rhino, impervious to everything except some of the lethal devices carted around by Ogres and the like. Melee modifiers are given for fighting from the backs of certain mounts. These are only applicable if the rider is fighting; mounts cannot fight on their own. For example, if two enemies were attacking a mounted miniature, that Character could not use the rider to attack one enemy and the mount to attack the other, thus eliminating the “attacked in the side” penalty.

Skeletal horses are treated the same way as living animals for the sake of simplicity.

The basic movement for all Cavalry is the Trot. Cavalry must have performed a Run move in the previous Turn to allow them to Charge. Cavalry can only Charge for one Turn, after which they must slow down to a Run. Cavalry can not Run for two consecutive Turns.

Horses and Unicorns The mainstay of any army’s cavalry are horses. These elegant equines are strong, sturdy and speedy, and are ideal mounts for the average Cavalry Trooper. However, races such as Dwarves have great difficulty in utilising horses, and have in some cases opted for ponies, pigs or boars. A pony is basically a smaller horse, and even though some Dwarves need a leg-up to climb on their back, they do make excellent mounts for those short of stature. Horses are treated as the type of Cavalry they carry, so for example, a Heavy Cavalry Trooper would be mounted on a horse that moved at Heavy Cavalry rates. Where there is no type of Cavalry given . A good example would be the Characters in Obidiah’s Cavalry: treat them as moving at Light Cavalry speed.

Highland Cattle

Found in the more mountainous areas of Joccia, these cattle make perfect mounts for the Rats of both the Highlands and Lowlands of the country. The fastest and most comfortable breed is known as the Lowe-Ryder, and their stamina makes them perfect for cruising the plains of Catalucia. Coupled with their deadly horns for goring the enemy, Highland Cattle can be bothersome bovines for their foes.

Pigs & Boars

Usually pressed into service by the Dwarves, pigs and boars are low enough for stunted soldiers to ride with ease. While they both lack the speed of horses, they are tough little devils, and are surprisingly hard to kill. Sadly for the Dwarves, their bulk slows down the poor swines even more, and this has the unfortunate consequence of making them even slower, so that an Elf Infantryman could probably outrun a Dwarven Cavalry charge! The Dwarves find this a little embarrassing, but at least they have a chance of keeping up with their more agile enemies...

Lizards

There are two main types of lizard used by the Goblins of Al-Garvey; one for their Light Dragoons and one for their Heavy Dragoons. The faster of these two has a spined neck-collar and is smaller. Lizzy, the lizard

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in Obidiah’s Cavalry, is a cross-breed between these two, and uses the movement rates for the faster of the two breeds. Lizards have a very vicious bite, and you’re best off keeping on their good side...

Rhinocerous

These massive creatures are the only mounts capable of supporting an Ogre. There isn’t much that needs to be said about these animals, and the best tactic when fighting them is to run in the opposite direction...

Mounts Statistics:

Type Cost Walk Trot Run Charge Melee DF WHorse (Heavy) 14 12 24 36 48 +2 5 1Horse (Light) 18 16 32 48 64 0 5 1

Unicorn 15 16 32 48 64 +1 5 1Pig 12 12 24 36 48 0 5 1

Boar 12 12 24 36 48 0 5 1Highland Cow 19 12 24 36 48 +2 9 1Lizard (Light) 16 15 30 45 60 +1 7 1Lizard (Heavy) 21 12 24 36 48 +1 7 1

Lowe-Ryder 14 28 42 56 +2 9 1Rhinoceros 28 12 24 36 48 +3 10 1

Skeletal Pegasi 14 --- 40 54 0 5 1

Note: Cavalry can only move at a “charge” if they ran in the previous turn. The walk rate for flying mounts applies only if they are on the ground; if flying, they may make a run move every turn.

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The Turn Sequence

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 Phase2) Initiative Phase3) Charge Phase4) Morale Phase5) Aimed Fire Phase6) Movement Phase7) Firing Phase8) Melee Phase

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Declaration Phase

In the declaration phase, players decide what actions they want their characters to perform. There are five different actions characters can declare, and they are aiming, reloading, moving, firing and charging.

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 of 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 reload 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 reload his weapon this turn. If a weapon takes more then one turn to reload, the character must remain stationary for the necessary number of turns to reload the weapon without interruption. A character may reload his weapon if he fired in the aimed fire phase of the turn, but must still spend the rest of the turn stationary.

All black powder weapons take one full turn to reload, with the following exceptions:Two turns: Kannonderbuss (either type of ammunition), the double musket and the Dog Grenadier

BlunderbussThree Turns: The Ostarian repeating air rifle (this holds twenty shots and can fire once per turn – it

doesn’t need reloading until all shots have been fired.

Moving and Firing:If a character wishes to move and/or fire in this turn, then they note 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 cannot 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.

Charging:Only cavalry can declare a charge, and this is discussed in detail in the charge phase section of the rules. Charges are noted down on the record sheet and are declared before the morale phase of the turn in which they are to be carried out.

Firing:If a character declares only a fire action this turn, then they are subject to special firing opportunities. If an enemy character moves from cover across the line-of-sight of the character who has declared the fire action, then the character may attempt an Interrupt Shot. See the firing phase for more details.

The Record Sheet:

Looking at the record sheet, you will see that 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

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and a column for noting whether or not the character is wounded, and if so, how many wounds they have suffered.

An example excerpt of a record sheet is given below, with the name and status columns filled in.

Characters must note down their intended If a character is wounded then,Actions in this box; this could be Aiming, you should note down how manyMoving, Firing, or any other legal action. Wounds it has taken in this space.

Name Status Turn 1 Turn 2MC Action W MC Action W

Gerard Vet/El Run 1Bourgogne FireGaheris

This shows the character’s “MC” stands for “Morale Check”. If a character wasstatus; For further details, wounded, pushed back, charged, or hit for the first see the character’s description. time, or their section leader died, they would have to

test to see whether they continue fighting. See the “Morale Phase” for details.

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Initiative Phase

The initiative phase is used to determine which player’s troops get to decide when they move. Firing is generally simultaneous, so the initiative roll applies only to movement. Who moves first is not a question of speed, it is a question of initiative. Initiative is something learned through training and experience, and troops who excel in these traits will be better able to react to their opponents’ decisions.

To determine initiative, each unit should roll 1d10 and add or subtract the following modifiers:

Reason ModifierIf more than half the unit is of Elite status +2If more than half the unit is of Guerrilla status +1If more than half the unit is Light Infantry +1If more than half the unit is of Militia status -1If unit is of Undead status -2For every experienced character in the unit +1For every veteran character in the unit +2

Whoever has the highest score can elect at what stage of the turn he will make his move. For example, three players have three different units playing against each other. Player one has a unit of 6 elite rifle Orcs, with one experienced character. Player two has 12 Elven Fusiliers with two experienced characters, and player three has a mixed race unit of 9 Guerrillas with on experienced character. Their initiative modifiers are thus:

Player 1 Elite (+2), Experienced character (+1) = +3Player 2 2 x Experienced character (+1) = +2Player 3 Guerrilla (+1), Experienced character (+1) = +2

The players all roll 1d10 and add their bonuses. Depending on what actions the players want to take, they can elect to go first, second or third. So, for example, if player one scores a total of 7, player 2 scores 6 and player three scores 8, then player three can choose to move first, second or third, deciding when would be best to move. Player one then gets to fill one of the vacant “move slots” (one that player one has not taken), and player three is left with the remaining one.

Players must be careful about when they elect to move. Some will want to see what their opponents do; if you do this, you must live with the consequences of your decision. This means that if you opt to “see what happens” and your enemy moves into hand-to-hand combat with some of your men, THEY CAN NOT MOVE THAT TURN as they have been engaged in hand-to-hand combat and MUST fight at least one turn of combat.

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Charge Phase

Cavalry characters that declared a charge this turn are now dealt with. They must nominate an enemy figure to charge at who is within their charge range; cavalry can not simply charge to cover ground. If the target of the charge is an infantry character, you must note down in its MC (Morale Check) column that it is being charged by cavalry. This requires a morale check in the morale phase of this turn.

Charges are resolved after the charge has been declared and any morale checks are made. The charging character does not move until the movement phase. If his target has fled as a result of a failed morale check and is out of charge range, then the character MUST move his full charge distance towards the target in the straightest line possible, coming to a halt at that distance. This means that cavalry are best off charging from close quarters, as they are more likely to catch their foe if they do so.

Certain conditions apply to charging characters:1) They must have run in the previous turn.2) They can not charge into buildings or through walls.3) They can only get the bonus for charging if they fight their chosen target.

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Morale Phase

To simulate every sane soldier’s desire to stay alive, morale checks are make under certain conditions to see if the character feels like fighting on. The undead must also make morale checks to see if they become confused.

The morale phase judges character’s 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 both charged and wounded, he should take the check for being charged.

Name Status Turn 1 Turn 2MC Action W MC Action W

Gerard Vet/El Run 1 Wo FireBourgogne Fire Fire

Gerard 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 Gerard in turn 2. Note, however, that the player has noted what action Gerard will take if he makes the morale check.

Cavalry ChargesThere is one exception to the rule that characters must make morale checks for incidents which occurred in the previous turn, and that is if they are charged by cavalry. If a character is charged by enemy cavalry in turn 2, he must make a morale check to see whether or not he stands and faces the charge or simply runs away. If a charge is declared by your opponent, it should be noted in the “MC” box of the turn it is declared and the morale check taken in the morale phase of the same turn. See the “Charge Phase” for details of declaring charges.

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 was charged by cavalry this turn.4. The character’s section leader was killed last turn.5. The character was hit for the first time by a missile weapon last turn.

To make a morale check, roll 1d10 and apply the following modifiers:

General ModifiersCondition Modifier50%+ of unit routed / Dead -2Infantry v Cavalry in Open -2Cavalry v Infantry in Built-up area or woods

-2

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Mortal, Vampyre & Wraith Modifiers Undead ModifiersCondition Modifier Condition ModifierCharacter is a Vampyre +2 Character is Fresh -2Character is a Veteran +4 Character is Decayed +2Character is Elite +2 Character is Wounded -1Character is Experienced +2 (per wound)Character is Raw -2Character is Wounded(per wound)

-2

Morale Results Table

Results are listed as Living / Undead (e.g. “G/F” would be G for Living characters and F for Undead)

Roll Death of Sect. Leader

Charged Wounded Pushed Back Hit 1st Time

01 (min) G/F G/F G/F G/F E/E02 G/F F/F F/F G/E E/D03 G/E F/E F/E F/D D/D04 F/E E/D D/D F/D D/C05 F/D E/D D/C E/C C/C06 E/D D/D C/C E/C B/B07 E/C C/B B/B E/B B/B08 D/C B/A B/B A/B B/A09 C/B A/A A/A A/A A/A10 (max) A/A A/A A/A A/A A/A

Morale Effects Tables

There are two tables for the effects of morale checks; one for the undead and one for mortals, Vampyres and Wraiths. 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.

Mortal, Vampyre and Wraith Morale EffectsResult Effect

A The character passes with no ill effectsB The character may make a normal move this turn, but must be 5cm away from any

enemy characters at the end of the move.C The character partially freezes. For this turn, it may only fire at enemy troops moving

towards it.D The character freezes totally. For this turn only, it may take no action at all other then

defend itself in hand-to-hand combat.E The character immediately walks towards its own side’s table edge, facing the enemy,

and stays there this turn. He may do nothing else this turn.F The 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 this turn.

G The character routs and is removed from play

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Undead Morale EffectsResult Effect

A The character passes the test with no ill effectsB The character is slightly confused. The character receives an extra left column shift for

movement and a right column shift for firing this turn.C The character is moderately confused. The character receives an extra two left column

shifts for movement and may not fire this turn.D The character is very confused, and freezes totally for this turn. It is unable to take any

actions other than defend itself in hand-to-hand. If attacked, it suffers a –2 penalty to hand-to-hand combat.

E The character’s brain grinds to a halt and it freezes for the entire game, unless “motivated” by the KGB.

F The character’s brain fails totally, and the character collapses to the ground, never to rise again.

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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 turns firing phase, but their shots do not count as aimed.

TargetingCharacters 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.

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Movement Phase

Movement rates are different for many races in Valon. There are six different movement rates for each race. 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 the ground using cover, then he uses the “Prone” rate. The only time a character will use one of the other movement rates is if its movement in subject to modifiers for certain conditions. Refer to the accompanying Elf movement rate table for an illustration of the rules that follow.

Elf Movement rates in cmCrawl Prone Stagger Falter Walk Run

3 6 12 18 24 36

Terrain features and wounds can affect a character’s movement rate. For example, if a character wants to cross rough or uneven ground, he’s going to have to be more careful where he puts his feet to avoid injury or to negotiate certain obstacles. For example, in the Witchlands, the most obvious impediment is the heavy snow. This makes it very difficult for troops to run around, and slows them down considerably. 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 modifiers table.

All these modifiers are cumulative. For example, if you want to make a run across scrubland, 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 scrubland, they cover the same distance as is 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 they are subject to.

Characters can not run for two consecutive turns. Characters are also unable to fire in the firing phase if they run.

Obstacles like hedges cost a number of centimetres off the move of the character to cross. A low hedge or wall costs 4cm to cross and a high wall costs 8cm.

Move One column to the left if:a) Woundedb) Crossing light snowc) Crossing scrublandd) It is foggye) Picking up or carrying an object.

Move Two columns to the left if:a) In light woodlandb) Crossing a riverc) Crossing deep snow

Move Three columns to the left if:a) In dense woodlandb) Moving inside buildingsc) Crossing a swamp

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Movement rates for characters can be found in the section on designing units. 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 upon 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 dependant 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 of on the left side of the “/”) and the strength of the hit (called the Attack Factor) across each range band.

Range in CentimetresHigh Elf 0-5 5-10 10-20 20-30 30-40 40-50Musket 80/5 70/4 60/3 45/3 25/2 15/2

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 is modified by the cover and conditions under which the firing takes place. All modifiers are cumulative. Figure the number of columns to be shifted, then apply the result. For example, an experienced Elf (one shift left for being an Elf, and another shift left for being experienced) firing at range 26cm at a target in dense woodland (three shifts right) would be firing at an effective range of 30-40cm, giving him a 25% chance of hitting and an attack factor of 2.

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.

Positive Factors Negative FactorsShift the range column to the left Shift the range column to the right

Left Shift One Column RightCharacter is Experienced

Character has aimedCharacter is an ElfCharacter is Fresh

Character is UndeadCharacter is RawCharacter is DecayedCharacter is wounded (apply only once)

Left Shift Two Columns RightCharacter is a Veteran Target is behind low wall

Target is in light woodsFiring in poor light

Left Shift Three Columns RightTarget inside building and character is outsideTarget is behind high wallTarget in dense woods

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.

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Wounds are inflicted by missile weapons using the following system. If a hit is scored, roll 1d10 and add the Attack Factor of the weapon at that range. Then subtract the target’s Defense Factor from this total and consult the following table:

Result Wounds

Caused< 4 04-9 1

10-11 212-13 314+ 4

It is possible that no wounds will be inflicted upon a target even though it has been hit. This generally means that although the shotte found its mark, it just grazed its intended victim. Don’t forget when a character is fired at and hit for the first time, he has to make a morale check, so even if the weapon does no damage, the startled character still needs to check its morale.

General Firing Rules

a) A Character can only fire at a target in its line of sight, taken from the centre of the character’s base to the centre of his target. Range is measured from the nearest edges of the miniatures base.

b) A character may NOT fire if he has run this turn.

c) 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 range (0-5cm) if he has not already fired or run this turn.

d) If a character is engaged in hand-to-hand under any other conditions than the one above, he may not fire.

e) Characters may not fire into melee situations in which characters of their own side are involved.

f) A character may fire only ONE black powder weapon per turn, unless if he fired one during the aimed fire phase and has another to fire in the firing phase.

g) All firing is carried out simultaneously, except for elite troops and Guerrillas, who may fire first and kill their opponents before they can return fire.

Interrupt Firing

If a character has declared a FIRE action this turn it may be able to fire at enemy characters during their movement phase. This is called interrupt firing.If an enemy character moves into line of sight of the FIRING character during its movement phase, then the FIRING character may try a shot during the enemy character’s move. This is used usually to pin down enemy characters who are in cover and trying to move from point to point. If it survives the shot, the character can still make a full move, but the effects of wounds are applied from that point onwards.

CoverCover comes in two main types: solid and open cover. Solid cover is things like walls and buildings, whereas open cover are things like forests. Characters in cover sometimes get bonuses for being there; for

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example, it is harder to shoot a character who is in woods than one that is out in the open. These two types of cover are slightly different however.

Open CoverFiring at characters in open cover is always a little difficult. Branches get in your eyes, roots trip you up, and nature just generally gets in the way. For this reason, modifiers to hit are always applied to characters in open cover.

Solid CoverCharacters who are using solid cover sometimes make holes in the walls to facilitate easier shooting, and even though their enemy is technically behind the wall (the wall being between the two soldiers), the character in cover gets the advantage. To show a character is in solid cover, the miniature must be in base-to-base contact with the wall or building. If the character is fired at and in base-to-base contact with the cover, then it may claim any modifiers to the shot that would apply. However, if the firing character is also in base-to-base contact with the cover, there are no modifiers for cover to be applied to the shot. For example, if a character is using a building as cover by hiding inside it, the cover modifier is negated if any enemy character moves up to a window (in base to base contact with the cover) and fires through that.

GrenadesGrenades are either thrown or fired by the Grenade Launching Carbine. Mark a target spot and dice as normal fire. If a hit is scored, the grenade lands directly on the target. If the grenade missed, roll 1d10 and use the following procedure:Roll 1d10; if the number is even, then it lands to the left of the character and if odd to the right. Double the number on the dice to see how many centimetres left or right the grenade deviated. Then roll 1d10 again; if the number is odd, the grenade lands away from the thrower, and if even, it lands towards the thrower. Once again double the die score to see how many centimetres the grenade deviates. This is the final resting place, and now it explodes.All characters who have any part of their base caught within a 2.5cm radius of this spot are hit by the blast. Each of them suffers damage.

Firing at CavalryIt is assumed that the character will try to hit the rider of the horse. Therefore, the horses will not be shot from beneath their riders. However, it is possible to target the horse. Horses have a Defence factor of 5. They have only 1 wound. If they are killed, the rider is thrown. Roll 1d10 and add the character’s hand-to-hand experience level and unit status modifiers. This represents the characters ability with horses. No matter how many wounds a character has, a bad throw from a horse can break his neck. Training helps prevent this.

Die Result3 or less Rider killed

4-9 Rider suffers 1 wound10+ Rider unhurt

MisfiresIf any character rolls a natural double when attempting to hit their target, then the black powder weapon being used has misfired Roll 1d100 and consult the following table. If firing a Blunderbuss, a Double Musket or a Kannonderbuss, subtract 10% from the die roll.

Die Result Effect< 10% Weapon explodes in firer’s face, killing them outright, regardless of

wounds or defence factor.10% - 20% Weapon explodes in firer’s face, wounding as if fired at point blank

range (0-5cm).21% - 50% Weapon jams. Takes two turns to unjam. Once unjammed, it will

need to be loaded again, after which it functions normally again.

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51% - 100% Weapon jams. Takes one turn to unjam. Once unjammed, it will need to be loaded again, after which it functions normally again.

Black Powder Weapons StatisticsRange in cm

0 - 5 >5 - 15 > 15 – 30 > 30 – 45 > 45 – 60 > 60 - 75Muskets & CarbinesHigh Elf Musket 80 / 5 70 / 4 60 / 3 45 / 3 25 / 2 15 / 2Standard Musket 70 / 5 65 / 4 50 / 3 30 / 3 15 / 2 ---Dwarf Musket 55 / 4 50 / 4 30 / 3 15 / 3 --- ---Dwarf Musket Mark II 60 / 5 55 / 4 40 / 3 25 / 3 10 / 2 ---Ogre Big Bessie 65 / 7 55 / 7 40 / 5 25 / 4 5 / 3 ---Orc Bessie 70 / 7 65 / 5 40 / 4 20 / 3 10 / 3 ---Goblin Musket 65 / 5 60 / 4 45 / 3 25 / 2 15 / 2 ---Rat Short Musket 60 / 5 55 / 4 35 / 3 20 / 3 10 / 2 ---Elf Dragon Musket 70 / 5 60 / 4 45 / 3 25 / 2 10 / 2 ---Dark Elf Musketoon 70 / 5 65 / 4 35 / 3 10 / 2 --- ---Double Musket 70 / 5 65 / 4 40 / 3 25 / 3 10 / 2 ---Otharmann Jezail 80 / 5 70 / 4 55 / 3 40 / 3 25 / 2 10 / 2River Goblin Musket 65 / 5 55 / 4 30 / 3 10 / 2 --- ---Standard Carbine 60 / 4 55 / 3 30 / 3 25 / 3 10 / 2 ---High Elf Carbine 65 / 4 60 / 4 40 / 3 30 / 3 20 / 2 5 / 2Grenade Launching Carbine 65 / 7 50 / 7 35 / 7 --- --- ---PistolsHigh Elf Pistol 80 / 5 65 / 4 30 / 3 15 / 2 --- ---Pistol 60 / 4 55 / 3 20 / 2 --- --- ---Orc Artillerie Pistol 55 / 5 40 / 4 10 / 3 --- --- ---RiflesStandard Rifle 80 / 5 70 / 4 60 / 3 45 / 2 25 / 2 15 / 1Bakur Rifle 80 / 7 70 / 5 60 / 4 45 / 3 30 / 3 15 / 2East Valonian Chicken Rifle 80 / 5 70 / 4 65 / 3 50 / 2 35 / 2 15 / 2Dwarf Jager Rifle 75 / 7 65 / 5 55 / 4 40 / 3 25 / 3 10 / 2Ostarian Repeating Air Rifle 75 / 5 60 / 4 35 / 3 20 / 3 10 / 1 ---BlunderbussesStandard Blunderbuss 80 / 7 50 / 7 30 / 5 15 / 5 --- ---Dog Grenadier Blunderbuss 80 / 10 60 / 7 40 / 5 15 / 5 --- ---Fowl Gun 60 / 4 40 / 3 15 / 2 --- --- ---Volley Gun 80 / 9 65 / 7 35 / 7 15 / 5 --- ---Kannonderbuss (Kannister) 80 / 7 60 / 7 45 / 5 30 / 3 15 / 2 ---Kannonderbuss (Roundshotte) 80 / 10 55 / 7 35 / 5 20 / 4 --- ---BombsGrenade 55 / 6 45 / 6 30 / 6 --- --- ---Orc Grenade 50 / 8 40 / 8 25 / 8 --- --- ---Elf Fyre Grenade 55 / 4 45 / 4 30 / 4 --- --- ---

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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 them, and must resolve the fight as so.

To resolve hand-to-hand combat, each character rolls 1d10 and adds a variety of modifiers, depending upon his race, experience, 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.

General ModifiersReason ModifierCharging Cavalry +2Undead Wounded (per wound) -1Cavalry (turn 2)Mortal wounded (per wound)

-2

Attacked in side -3Attacked in rear or while prone -6

Racial Hand-to-Hand modifiersModifier Race

-1 Skeleton0 Goblin, Zombie, Lowland Rat

+1 Dog, Dwarf, Elf, Othari+2 Liche, Orc, Trolka, Highland Rat, Little Todoroni, Moskova Guard+3 Bog Orc, Halfling, Big Todoroni, Vampyre, Ogre, Werewolf+4 Wolf

Weapon ModifiersModifier Weapon

+3 Halberd, Axe, Lance in the first turn of combat+2 Sword+1 Fixed Bayonet, Spear, Large Improvised weapon0 Musket, Bayonet, Carbine, Knife-1 Crossbow, Bow, Lance (turn 2+)-2 Pistol, Small improvised weapon-3 Unarmed

Unit Status ModifiersUnit Elite Guerrilla Militia UndeadModifier +2 +1 -1 -1

Experience ModifiersLevel Veteran Experienced

FreshRaw

DecayedModifier +3 +2 -2

Remember all modifiers are cumulative. For example, an average elite elf armed with a sword would receive a modifier of +2 (elite), +1 (elf), +2 (sword) = +5

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Compare the two modified d10 scores on this table:

Difference Result0 Draw

1-3 Loser pushed back 5cm4-6 Loser suffers 1 wound7-9 Loser suffers 2 wounds

10-12 Loser suffers 3 wounds13+ Loser 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 a skeleton on each side, and another elf attacks one skeleton in the rear, the combat should be broken into two individual elf v’s skeleton 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 from the rear” penalty.

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:Player1 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 the declaration phase. However, player 2 wins the initiative phase, and as he wishes to continue with the fight, player 1 must carry on the struggle. However, if player 1 had won the initiative, he could have disengaged.

Cover

Taking into account the effects of cover is fairly simple. There are two types of cover – open cover and solid cover. Solid cover is things like walls and buildings, whereas open cover might be trees. Being in cover can provide bonuses to characters defending the cover.

Open Cover

If an enemy character moves into base-to-base contact with a character who is in open cover, then the character who is being attacked may add +1 to his melee score for defending the terrain.

Solid Cover

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Characters who are in base-to-base contact with solid cover may benefit from it. In melee, whichever character was in base-to-base contact with the terrain first can claim a +2 modifier in melee. For example, the Orc infantryman is defending a wall against an Elven Voltigeur. The Orc wins the initiative phase, and he moves into base-to-base contact with the wall to defend it. The Elf decides that he needs to get over the wall, and moves to attack the Orc. The Orc is counted as defending the terrain, and receives a +2 melee cover bonus. Bonuses for solid cover are only applicable on the first turn of melee.

Moving over defended terrain

Characters who wish to try and run past enemy characters who are defending solid terrain will have a harder time of things than those running around normally. If there is an enemy character in base-to-base contact with the terrain feature and you wish to cross it, you must defeat the guarding character in hand-to-hand combat first. Defended pieces of terrain are very hard to cross.

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Appendix 1Mortal Characters

Any rules which appear in this section for specific races, automatically take precedence over any ruling found in the main rule set.

DogsTo emulate the mindless hatred between Dogs and Werewolves, use the following rules, which determine the chance that Werewolves and Dogs have of resisting the urge to simply charge each other.

If there is a Dog with line of sight to an enemy Werewolf, then roll on the table below. The roll for maintaining control is made prior to the firing phase; the character feels the effects of the control loss immediately, which means that they can move twice in a turn if so motivated.

If a character passes the test, then he may act as normal for that turn. A failed roll means that the character will make a run move towards the nearest enemy Werewolf within l.o.s and engage it in hand-to-hand combat. Characters who made a run move in the previous turn may also run as the hatred surges through them. If both Characters have frenzied, they run and meet halfway (if they can meet). Morale checks need to be taken while frenzied.

If a character has frenzied, they will not fire their weapon, but will attempt to shred their opponent in hand-to-hand combat. Characters who maintain control can fire their weapons normally.

This roll is made each turn that the opposing races can see each other. Once a character has entered frenzy, he does not roll on the resistance table again until the cause of his frenzy is dead. If there are no Werewolves left for frenzied Dogs to attack, then they return to normal.

Note: Undead Dogs and Vampyre Dogs don’t hate Werewolves. The Dog’s instincts change when they join the ranks of the Undead; Zombies don’t remember their animosity to Werewolves, and the Vampyres hate everything. The Werewolves themselves find it amusing to have their defeated foes fighting on their side.

% Chance of Resisting FrenzyRating 0-5 5-15 15-25 25-35 35-45 45+Raw 25% 35% 50% 70% 80% 90%Average 40% 50% 60% 80% Pass PassExperienced 60% 70% 80% Pass Pass Pass

ElvesElves were the first soldiers to be trained in the use of black powder weapons. This gives them a familiarity with firearms second to none, and for this reason, they receive a single column shift to the left on the firing table at all times.

GoblinsGoblin Cavalry are mounted on two different types of lizard. Heavy cavalry use the Heavy lizard and Light cavalry use the Light Lizard. The melee modifier of the lizard (+1) adds to the Goblin’s hand-to-hand combat roll each turn.

HalflingsHalflings can run for three consecutive turns.

Halflings cannot carry firearms, and are usually armed with bayonets.

Albion has armed some of its Halflings with Musket Barrows. They have the same stats as an Ogre double musket and are crewed by four Halflings. Movement is as if carrying a heavy object, they cannot run, and a

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minimum of two Halflings are required to move the barrow. It takes two turns to reload the musket barrow, three turns if there are only three crew and four if only two halflings are available.

H.E.V.C Halflings must be commanded by either a Regular bog Orc or an Ogre Officer. Marmaluke Halflings must be commanded by a High Elf Officer.

H.E.V.C Halflings receive an additional +1 morale modifier. Marmaluke Halflings do not.

All Halflings are subject to alcohol temptation. There is a 50% chance that if they come across alcohol in the game they will consume the lot and become subject to the following rules:

A drunk Halfling will stagger each move in a randomly generated direction (using a d12 and the hours of a clock to ascertain which way it wanders). They move 1d10 cm and will stop and attack ANY figure that stands within 2cm of their path. Drunk Halflings ignore morale checks. Drunkenness lasts 1d10 moves after which the character collapses to sleep it off. Drunk Halflings can not operate Musket Barrows.

Highland Rats

Highland rats can perform a special move called the Highland Charge. This move allows them to make two run moves in consecutive turns. However, the Joccian must come into base-to-base contact with an enemy figure at the end of the second run move to gain any extra benefits afforded by the Highland charge. If the character comes into contact with his foe during the second part of the charge, then he gains an additional +2 modifier in hand-to-hand combat. While they are involved in a Highland charge, the Joccians need not take a morale checks for being “fired at for the first time” or for being wounded. These morale conditions only apply for the turns in which they are running; the modifiers are not applicable for the turn after contact is made with the enemy. Highland rats may only perform one Highland charge in each scenario.

OthariOthari can swim at run speed as long as they are in the water. Othari ignore movement modifiers when in water.

Whurling DervishThe whurling dervishes are deadly hand-to-hand combatants. Capable of entering a mesmeric state of martial concentration, they are able to attack a huge number of opponents at once. The Durvish may ignore the penalty for being attacked in the side and only suffers a –3 penalty if attacked in the rear. Alternatively, they can attack enemy troops who are not in base-to-base contact with them.

If there are no enemy models in base to base contact with the Durvish at the beginning of the hand-to-hand phase, it may attack any enemy model within a 10cm radius. If he successfully wounds or pushes back his opponent, he may conduct hand-to-hand combat with the next model within the 10cm radius and so on until he draws or looses the hand-to-hand combat or has fought all possible opponents once. When carrying out the Durvish attack, the actual model remains stationary. The easiest way to imagine the attack is as if it were a ranged attack that the Othari could make on every enemy model within 10cm.

Todoroni

Todoroni may leap (treat as a run) every fourth move, which allows them to jump over terrain without applying modifiers. There are no modifiers for being wounded when leaping.

Todoroni may ignore movement modifiers for water.

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Werewolves

Werewolves may run for two consecutive turns.

Werewolves suffer from Frenzy towards Dogs – see the “Dogs” section for details, substituting the words “Dog” and “Werewolf” as appropriate.

Wolves

Wolves can run for two consecutive turns.

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Appendix 2Undead Characters

Any rules which appear in this section for specific races, automatically take precedence over any ruling found in the main rule set.

Vampyres

Vampyres are always the section leaders of units to which they are attached.

Vampyre characters regenerate 1 wound between each scenario. For example, if a Vampyre was reduced to 6 wounds at the end of scenario 1, he would begin scenario 2 with 7 wounds remaining.

Vampyres are treated as living creatures as opposed to Undead creatures; they suffer the same wounds penalties as mortal characters and take morale checks on the mortal character morale table.

Many Vampyres know ancient and magical spells. A Raw Vampyre has a spell level on 1, an average Vampyre a spell level of 2, an experienced Vampyre a spell level of 3 and a veteran Vampyre a spell level of 4. For each spell level roll 1d10 and refer to the table below for the spell. If a Vampyre rolls a spell it already has, then it does not receive a new one in its place. So for example, if an experienced Vampyre rolled 3, 5 and 3, it would know only 2 spells even though its spell level was 3. These spells are cast during the phase in which its effects are felt, e.g. Evil Aura in the Morale phase. Vampyres may cast 1 spell a turn. Spells that affect a specific target need line of sight contact, and spells only last for the turn in which they are cast.

Die Roll Spell Name and Effects1 Life Drain

The Vampyre drains life from a mortal to heal its own wounds. The spell may be cast on any single living character in base-to-base contact with the Vampyre. This can be a model of its own side. If it is an enemy character, then the Vampyre must win a round of hand-to-hand combat this turn to do so. Each casting of the spell heals one wound from the Vampyre and causes one wound to the victim.

2 Evil AuraThe Vampyre inflicts a –2 morale check modifier on enemy characters within 20cm

3 Shimmering AuraAttackers suffer a right column shift when firing at the Vampyre

4 Dead EyeThe Vampyre gains two left column shifts for firing at foes.

5 Immortal InspirationThe Vampyre gives undead troops within 30cm a +2 morale modifier

6 Evil MistThe Vampyre transforms into mist and is removed from the board for this turn. Next turn, in the movement phase, it reappears anywhere on the board at the Undead players choosing. Raw Vampyres may use this power once per scenario, Average Vampyres twice and Experienced characters three times, etc.

7 Evil EyeThe Vampyre gains an additional +2 modifier in hand-to-hand combat

8 Nightmare VisionThe Vampyre may force an enemy character within 20cm to make a morale check as if wounded. The check takes place on the following turn. As this is only an illusion, the victim receives a +2 bonus on the roll.

9 Death’s Cold EmbraceThe Vampyre chills one enemy character within 30cm, forcing it to remain stationary for the turn in which the spell is cast. For the spell to take effect, the Vampyre must roll 6 or more on 1d10, modified for experience level as for hand-to-hand combat.

10 MesmerismThe Vampyre may mesmerize one enemy model he is in base-to-base contact with. This puts the foe at a –3 penalty for hand-to-hand combat if a single opponent; if the Vampyre is fighting one or more enemies, he may ignore the penalty for being outnumbered if he successfully mesmerizes one. The enemy character resists on an unmodified d10 roll of 5+.

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Liches

Kommisariat Liches never take morale checks for any reason and are always treated as experienced troops for the purposes of hand-to-hand combat, giving them an additional +2 modifier, a total of +4 (+2 for race, +2 for being experienced)

If an Undead character fails a morale check, the Liche may negate this by using his powers. The subject suffers one wound (applied immediately) for which it does not have to take a morale check. The Liche can use this power only once per turn on a single character of Undead status within 20cm. So, instead of having to make a morale test, the Undead character automatically passes, but suffers one wound.

Liches are not allowed to attack enemy characters in hand-to-hand; they may never move into hand-to-hand, but may defend themselves if attacked. They can not “motivate” their troops if they themselves are in hand-to-hand combat.

Zombies and Skeletons

Characters of Undead status receive an additional –1 hand-to-hand combat modifier and a right column shift for firing.

Zombie and Skeleton troops are already in the first stages of decay. If used over a period of time, they collapse and rot into the earth, never to rise again. Zombie and Skeletons are Fresh or Worn Undead infantry; Skeletons are Worn or Decayed. Skeletons are generally worse troops than their zombie comrades, but are very unlikely to become confused during the battle.

Moskova Guard

Moskova Guard move as Zombies.

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Appendix 3Limited Edition Figures Rules

Lieutenant Sharke

A bastard Half-Orc, born of an Elven mother who dies in childbirth, Sharke is an unusual officer in the Orc army. Having shrugged off prejudice and beaten his way up from the ranks, he earned his commission after saving the Iron Duke’s life in the eastern wars. Sharke has consistantly proven himself one of the best and most effective fighters in this new Orc army. Following his service over the years, Sharke is already an Experienced fighter.

Special Rules:

As a Half-orc, Sharke has the usual 3/3 defence factor and wounds. However, if he takes a lethal hit he is eliminated from the current game, but is not killed as we know this character can take the most incredible damage and still survice). Sharke recovers from wounds at the normal rate.

LE008 - Daniel la Roo

BackgroundLieutenant Colonel Daniel La Roo is the Ferach's most capable, eccentric and unusual spy. He performs the most dangerous missions without fear, and can be relied upon to succeed under the most difficult of conditions.

A trooper in the 1er Chasseurs A Cheval, La Roo was noted for the bizarre way that his features noticeably changed during different times of the year. Sometimes he would look like a pure bred Elf, but other times, the Orcish features could be very strong, giving the casual observer the idea that La Roo was able to change his appearance at will. For this reason (and his overall sneaky nature), he was asked to join the Fearch Spy network in Catalucia.

This suited him to perfection, and he became a key contact for the informants of the Dark Elf Inquisition. It was through them that he gained the information that was to mark the high point of his career to date; that of the attempted assassination of the Duke of Wheeling-Turn. He was almost successful, but was foiled at the last moment by Captain Sharke of the Rifles. However, he did manage to seriously wound the Duke, forcing him to leave Catalucia. Much to his chagrin, La Roo was later captured by the Orcs, and taken to Londinium, where he promptly escaped just before his trial and execution. None knew where he had gone, and it is believed that he is once again active in the noble cause of Mordred's Elven Armee in Catalucia.

Rumours abound that La Roo is currently planning a major spying operation against the Orcs, and has been seen parading around the offices of the Elven High Command disguised as a woman. Some of the Generals believe that La Roo spends an uncomfortably long time in such clothing, but others insist that La Roo only does it in the name of Mordred.

Flintloque Rules: Daniel La Roo is an Elite Veteran Elf/Orc crossbreed. The Elf in him is stronger than the Orc, and

so he has a DF of 2 and wounds of 2, with the movement rates and combat bonuses of an Elf.

Special Rules: La Roo is an expert at using cover to his best advantage; even when it appears that there is none

around, he'll always find some. He's always ducking and diving too. This makes him a particularly tricky target to shoot at. Characters firing at La Roo suffer a single right column shift to their firing.

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LE012 – Digby von Klausewitz

The Frei Corps von Chum gained notoriety during the earliest conflicts of the great Mordredian War. An ill disciplined band of cut-throats, bandits and thieves, their tales of murder, treatchery, pillaging and drunkenness made them feared by Ferach and Ostarian alike. During the invasion of Pudigrochumzberg, when Emperor Flaffenhund of Ostaria declared a bountry for every Pudigroan Dogsoldier’s head, whole villages of Doga mysteriosly emptied. Meanwhile, the Frei Coprs von Chum became very rich Dogsoldiers indeed.

All this changed when Digby von Klausewitz was but in charge. Terrified of this mountain of a colonel, they obeyed his every bark. However, Digby proved to be an inspirational character who soon gained the respect and admiration of his troops. Almost overnight, the Frei Corps von Chim was transformed from the ill-disciplined untidy and notorious shame of the Ostarian army into the highly motivated, well dressed Pride of all Ostaria.

The Frei Corps adopted the name “The Red Mantles” from their blood red plume on their helmets. Wherever the blood red plume is even on the battlefield, friendly troops are inspired by their daring feats and even the bitterest of foes are forced to give their grudging respect.

Special Rules:

Treat Digby as an Experienced Elite Ogre (Defence factor 4, Wounds 4 and a total of +7 in Hand-to-Hand)

Digby is armed with a sword (+2 hand-to-hand) and a Kannonderbuss.

Digby ignores “fired at first time” morale checks.

Any friendly troops within 20cm may add +2 to morale checks.

At any point during the game, Digby mat take a swig of his Grandpapa’s special recipe brandy. Roll 1d6 for the effect. He may do this only once per scenario:

Roll Effect Table1 or 2 For 1d3 turns, Digby may ignore Morale checks3 or 4 For 1s3 turns, Digby gains an additional +2 in hand-to-hand combat5 or 6 He has drunk too heartily and made himself ill. He suffers a –20% “to hit”

penalty and –4 hand-to-hand modifier.

“If there’s one thing I hate more than an Elf, it’s a skeleton, and if there’s one thing I hate more than a skeleton, it’s a Werewolf. I should know, I’ve tried eating all three”Colonel Digby.

LE013 - Razputrovitch

Flintloque Rules: Razputrovitch is a Veteran character and has no specific racial type. He is not merely a ghoul, but

rather a bizarre and twisted entity “blessed” by the Star Wraith.

Movement : He has the same movement statistics as a Vampyre.Melee: He has a + 5 melee modifier (+3 for being a Veteran, +2 for his “racial type”).

Morale : Razputrovitch has a +4 morale bonus for being a Veteran. He also rolls his Morale Checks on the Mortal Morale Effects tables and not the Undead, in the same way that a Vampyre would do. However, he doesn’t need to make a Morale Check for being fired at and hit for the first

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time. Defence Factor / Wounds : He has a DF of 3 and wounds of 3.

Special Rules: Razputrovitch knows several spells, and he can cast one spell per Turn. The Spell is cast in the Phase in which it’s effects apply.

1) Immortal Inspiration - Razputrovitch gives Undead troops within 40cm a +2 Morale Modifier. This is cast in the Morale Phase before any Morale Checks are made.

2) Resurrection - Razputrovitch can restore 1D3 wounds to any character of Undead status using this spell. He has to be in base-to-base contact with the target character. This spell is cast at the end of the movement phase, and has a 50% chance of being successfully cast. If Razputrovitch rolls more than 50% on the percentage dice, then the spell has no effect. This spell can not raise the target’s wounds above their maximum level (i.e. 6 for a Zombie and 5 for a Skeleton). As it can only be cast on Undead status characters, it can not be used on Vampyres or Wraiths.

3) Call of the Grave - This fiendish spell can be cast at any enemy character within 30cm. It has a 35% chance of being cast successfully and if done so, inflicts 1D2 (1-3 =1, 4-6= 2) wounds on the target regardless of its Defence Factor. It is cast in the Firing Phase of the Turn.

4) Mirror Image - This spell allows Razputrovitch to clone his own image in melee. This means that if he is attacked by two or more opponents, he can ignore the penalties imposed by one of them.

Therefore, if he is attacked by two opponents, he fights both but does not take the penalties for melee (-3), if fighting three, he fights all and takes the penalty for being attacked in the side (-3), and if attacked by four, then he fights all but treats it as three, therefore only suffering the attacked in side penalty (-3). This spell is cast in the Melee phase and has a 50% chance of working.

Razputrovitch can cast any one of these spells in a Turn; he can not cast more than one spell per Turn. There is no penalty for casting any spell.

LE014 – Angus McBam

Angus McBam of the clan McBam is perhaps Joccia’s finest warrior. When he was young, clashes with rival clans over haggis hunting rights often led to vicious and bloody confrontation. Growing into a powerful and lith youth, he became adept at the Joccian sport of “head-boxing”, and became renowned for his knockout blow; the Killmore Kiss. Described by his arch-rival Douglas McStoat as a “bluidy mad ‘un”, Angus is a personality of great vigour and forceful will. He also became noted as not only a great fighter, but also as n excellent tactitian and strategist, posessing an unusually rational mind for a rat.

McBam is a captain in the 44th Strathcarnage and Killmore Regiment. Pride in his regiment means that his uniform is always squeaky clean, and he is known for getting ratty with enemies who stain his kilt with their blood. Awesome in hand-to-hand combat, McBam and his battle cry of “FREEEEEDOM!” spell certin death for his Ferach foes.

Special Rules:Captain Mcbam is a regular Veteran Highland Rat, a total of +5 in hand-to-hand combat.

He is armed with a Claymore (+2) and a pistol.

McBam need never take the “fired at for the first time” morale check.

The Killmore Kiss:McBam utilises some of his pugilistic skills in hand-to-hand combat. He may use the “Killmore Kiss” once per game against an opponent of his choice. This special attack has a devastating effect

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upon the chosen foe. McBam rolls to attack as normal in hand-to-hand combat, but without the +2 modifier for his sword. If he wins, then he has delivered a head-butt of gigantic power to his opponent, knocking him out cold. This is irrespective of the defence factor or current wounds of McBam’s enemy

This attack does not kill the opponent, but renders him unconscious for the rest of the scenario, and the recipient of his rat-like wrath is removed from the game as if killed, but may rejoin the section for the next scenario.

LE015 - Scooby Doom & Raggy

Flintloque Rules:Scooby Doom is an Experienced Vampyre Dog. Vampyre Dogs are treated exactly the same way that Vampyres are.

Movement : He has the same movement statistics as a Vampyre. Melee: He has a + 7 melee modifier (+2 for being a Veteran, +3 for being a Vampyre and +2 for

his Sword). Morale : Scooby Doom has a +2 morale bonus for being a Veteran. He also rolls his Morale

Checks on the Mortal Morale Effects tables and not the Undead, in the same way that a Vampyre would do. However, he doesn’t need to make a Morale Check for being fired at and hit for the first time.

Defence Factor / Wounds : He has a DF of 4 and wounds of 8. Scooby Doom knows three spells, and he can cast one spell per Turn. The Spell is cast in the Phase in which it’s effects apply. These spells are rolled for as per the normal Vampyre spell rules.

Special Rules: Scooby has some special skills which require explanation... (1) Master of Disguise - At the beginning of any Scenario, you can disguise Scooby as an ordinary

Zombie. You substitute Scooby with this miniature until the miniature is hit by a missile weapon or comes into base-to-base contact with a foe. The miniature is then replaced with Scooby Doom, who takes the place of his Zombie counterpart for the rest of the game.

(2) Cause Confusion - When outnumbered in melee combat, Scooby Doom has a 50% chance of dazzling his opponents with some sort of chicanery. Roll 1D100, and if the result is 50% or less, then one of his opponents is totally confused (for example, by an offer to cut their hair, or by the delivery of a pizza) for the melee phase, and Doom can ignore one of his enemies. He gets to choose the confusee. The confused character does nothing during the melee phase and Doom can not attack him.

RaggyRaggy is treated as a Fresh Zombie, moves as any other Zombie, but does not decay. He never needs to make Morale Checks. He also has the same Master of Disguise skill as Scooby Doom.

LE018 – Margrave Ivan Wintermore

Since the events of Moskova and Czarlingrad, the Margrave has become an Average character, and is therefore rated Average / Elite. He is armed with a sword and is mounted on a skeletal steed. He is not particularly keen on combat, and if defeated in Melee combat (injured or pushed back), then he takes a –2 modifier to his morale check for the wound he suffered or the pushed back result. However, his melee tactics usually involve a good deal of back-stabbing, and if involved in a Melee where his opponent suffers an “attacked in the side” modifier, the enemy character suffers an “attacked in the rear” penalty for fighting Wintermore. He knows two spells; Shimmering aura and Immortal Inspiration.

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LE025 – Lady Wintermore

Lamia Wintermore is an experienced Guerrilla Vampyre and is armed with a dagger. When mounted she moves at Light cavalry rates. She has the spell Mesmerism from the Vampyre list and two others of the players choice. Her mesmerism is more powerful then normal; the difficulty to resist her increases to a die roll of 7+.

LE030 – Marshal Sault

Marshal Sault is a Regular Veteran Ferach Elf, armed with a sword. His Horse, Pepper, has a defence factor of 5 with 2 wounds and gives Sault +2 in melee.

Special Rules:Because Sault refuses to recognise the full extent of his losses, he does not provide adequate medical supplies and help for his troops. Anyone who receives a wound under him takes an extra –1 morale penalty for their morale roll.

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Appendix 4Character Skills

During the course of the game, you will suffer casualties. The Flintloque rules are designed so that games can be played over a period of time and that characters can develop from being raw rookies into veterans of the battlefield. Games are set as points value battles for one off scenarios, but campaign play is slightly different. Even though the points cost of each side should be as close to equal as you can get it when you start the campaign, it is possible that some troops will survive and gain in experience.

Dealing with Experience

If troops improve in experience level through battles they have fought, then there is no extra cost to advance the character. For example, if a raw character progressed to being an average character, the points cost to include the character in the campaign would still only be that of the raw character. However, if the character is killed, the player who lost it would receive the points value at the new experience level.

Section Leaders

There is a new rule for section leaders. Raw recruits who have just joined up feel happier when around their section leader, who they follow as their leader. To represent this, all raw characters receive a +1 morale modifier if they are within 30cm of their section leader and have line-of-sight to him.

Skills and Experience Levels

Some characters in Flintloque are talented individuals who have either been trained to or have picked up some useful additional skills. As well as the basic advances in their ability to fire and prowess in battle, many learn how to load their musket more effectively than their fellows, how to heal their injured comrades and how to make the best of a bad situation. These skills and talents are what make the individual just that; an individual.

Gaining Skills

Every time a character advances an experience level (from raw to average, from average to experienced, etc), they acquire a new skill in addition to their martial development. There are a selection of skills for characters who increase their experience level. When a character goes from being raw to average, there are five choices that they can have, and the same is true of advancing from average to experienced and finally to veteran. If a veteran character survives six battles, they may pick another skill from any of the experience increases.

Raw – Average Advancement

These are the least powerful skills, but they still play a significant difference in Flintloque. A character who advances from Raw to Average may pick one of the following skills:

Healing Own Wound

This character may heal one of its own wounds during a battle. To do this, the character must spend a turn doing nothing, and must remain stationary and uninterrupted (for example, if the character was attacked during the turn, it would not be able to heal a wound). They may do this only once during each scenario.

Movement

The character may ignore one column shift for the purposes of movement due to its increasing

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ability to traverse the variable types of battlefield terrain.

Reloading

The character learns to tap load his weapon. This means that the character can load and fire the weapon in the same turn (providing the character does not move), but tap loading causes a –2 column penalty for firing. However, the character may not tap load a weapon if it has fired the weapon in the aimed fire phase.

Luck of the Guinaleans

Having survived for some time, the character learns a few tricks that to others appear as simply good fortune. The character may re-roll one die roll during the scenario.

Melee

The character is becoming familiar with the ways of melee combat, and has learnt to defend itself well. The character treats being attacked in the rear as being attacked in the side.

Average – Experienced Advancement

Heal Own and Another’s Wound

This is similar to the first level of the healing skill, but it allows the character to heal one of their own wounds or one of their friend’s wounds once per scenario. Once again, the character can only do this if undisturbed. To heal another’s wound, the character must be in base-to-base contact with his patient.

Movement

The character reaches an extraordinary pain threshold, and can still move as normal even if wounded. This allows the character to ignore wound modifiers to movement.

Reloading

The character’s ability to reload has been honed to a finer art than the crudity of tap loading. The character may load and fire in the same turn, even if it has fired during the aimed fire phase, enabling the character to fire two shots per turn. However, there is still a –2 column shift penalty for firing in the turn.

Jamminess of the Guinaleans

A bad hand at the survival game, the character may ignore one fatal wound during the scenario. For example, if an Elf took three wounds in melee combat after having suffered a wound already, this talent would allow the character to ignore the killing blow. However, if he was hit again, he would die.

Melee

The character is becoming a deadly master of the arts of melee combat, and may ignore the penalty incurred by one opponent. For example, if the character was surrounded by four enemies, then the penalty suffered would be as if being attacked by three enemies (i.e. attacked in the side, -3). If there were two enemies attacking the character, there would be no applicable penalty. However, the character must still fight all combatants surrounding it.

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Experienced – Veteran Advancements

Heal Another’s Wound and Your Own (Two Wounds)

This incredible skill allows the battlefield surgeon to heal 2 wounds of their own or of an injured comrade. Once again, the character must be stationary for a whole turn and uninterrupted. This power can not be used to resurrect characters who are dead. For example, if an elf was hit and suffered 2 wounds, he could not be saved that turn if a colleague with this power moved into base-to-base contact with him and tried to heal him. Once again, this ability may only be used once per scenario.

Movement

The character may run for two turns in succession. If the character can already run two turns in succession, it can manage three. Halflings with this talent can run for four successive turns.

Reloading

A highly efficient technique borne only of combat experience gives this character the ability to re-load its weapon and fire it in the same turn with only a –1 column shift to its firing. It may reload and fire even if it has fired in the aimed fire phase.

Miraculous Fortuity of the Guinaleans

This character is possibly the luckiest, spawniest and jammiest thing on two (or more) legs. This talent allows the character to re-roll any three dice rolls during the scenario, and can force its opponent to re-roll a dice roll that results in the death of the character once per scenario.

Melee

You are the Bruce Lee of the Flintloque world. Not only does fighting unarmed result in no penalty in hand-to-hand combat, you are also able to ignore the penalties for two opponents. This means that you have to be attacked by five opponents to suffer an “attacked in the rear” penalty and more then three to suffer an “attacked in the side” modifier.

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Appendix 5Artillery – The Big Guns

There are two basic types of field artillery used by the civilised nations of Valon, cannon and howitzers. Certain nations, notably the Orcs have experimented with a third type, rockets. Both cannon and howitzers are constructed using a cast metal tube (either iron or brass – though the Trolka have invented an ingenious leather weapon, capable of withstanding severe cold). This tube has the centre bored out into which a propellant charge and projectile are inserted. At the closed end of the barrel is a small touchhole connecting to the internal bore. Through this, the ignition spark fires to ignite the propellant charge and fire the projectile.

Cannon

The standard artillery piece of most nations, cannon are flat trajectory weapons that fire their projectiles directly through line of sight at the enemy. Cannon can fire a variety of ammunition types (see below), primarily caseshotte, grapeshotte and roundshotte. The type of cannon is dictated by the weight of roundshotte the weapon normally fires. A gun firing a six-pounder shotte is called a six-pounder. In Flintloque, the type of cannon ranges from small three pounders to heavy twelve-pounders. Bigger guns do exist, but they are outside the scope of the game.

Howitzers

Unlike cannon, howitzers are short barreled artillery pieces that fire their projectiles in a high trajectory arc and drop them on top of the enemy or over obstructions. Typically howitzers fire shelle, but can at short-range fire case or grapeshotte directly at attacking enemy troops. Howitzers are sometimes classified by their bore diameters rather than the weight of their ammunition.

Rockets

Rockets consist of an explosive head mounted on a stick and launched from a tripod. Various weights of rocket exist and head types can be shelle, shreddle, carcass, case or grapeshotte. Incredibly erratic in flight (they can even double back on the firer), the major impact of the rocket is from a morale point of view and they can throw enemy troops into unparalleled confusion and panic. They are especially detested by cavalry, as rocket fire sends horses wild with fright.

The Crew

In Flintloque, a full strength artillery crew consists of five troopers and an officer. Even though some of the bigger guns have more crew, for gaming purposes, it is easier to stick to a regular crew size. Casualties to an artillery crew will not only reduce the rate at which the weapon can fire but also the ability of the player to move the piece (although regular troops can be commandeered for movement purposes if available). Casualties are troops that are dead or have suffered over half of their wound allotment (e.g. an Orc having suffered two wounds out of the possible three is regarded as a casualty for firing and movement purposes). However, if players have limbers for their guns, then casualties to the crew do not affect the guns movement rate.

Artillery crews are detailed and developed in the same manner as a normal section in Flintloque, increasing in experience as they fight through a series of battles. Their individual experience levels are not factored into the firing of their piece – only coming into effect in any melee fighting of if they choose to pick up a musket (or whatever) and fire it. However, in certain circumstances, an experience level may be required for the crew as a whole. This is determined by checking the predominant experience level of the entire crew and weighing it with the level of any spare crew. In the event of equally predominant types e.g. a five man crew of 1 experienced, 2 average and 2 raw, this would count as average, because although there are equal

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numbers of raw and average, the sole experienced crewman swings the crew’s experience level upwards to an overall average status.

Crew Casualty Effects

For every two crew members that become casualties, apply the following penalties:

Loading: For each pair of crewmen lost, increase reloading, unlimbering and limbering times by one turn.

Movement: For each pair of crewmen lost, a –1 column penalty is applied to the movement rate of the crew in addition to any other modifiers.

Moving Artillery

Artillery can be moved in two ways, either by the crew physically shoving and pulling the unlimbered weapon or by fully limbering it up to a train of animals who then pull it around. Artillery cannot be moved if loaded with ammunition.

A full crew (or equivalent if you draft in some infantry) can shove an artillery piece their normal racial movement rate, but with a –2 column penalty to the appropriate rate. This is subject to any further movement modifiers caused by terrain or weather and casualty modifiers as outlined above. Artillery crews can limber up an artillery piece to an animal train. Limbering a gun takes a full crew one whole turn to do. Unlimbering also takes one whole turn.

Movement of limbered artillery depends on the strength of the train and the size of the piece being pulled. Medium guns can be carried at the rate of Light Cavalry, heavy cannon at the speed of Heavy Cavalry. Generally artillery is split into three types:

Horse Artillery: with a typical train of four to six horses and a weapon size up to a medium cannon. Horse artillery can move up to a maximum of 36cm per move.

Rocket Artillery: counts as Horse artillery though it takes two moves to limber and unlimber.

Foot Artillery: with a typical train of two horses, a dismounted crew and any gun size, the train can move up to the individual crew’s movement run rate every other turn. Under normal circumstances, Foot artillery would move at a walk rate. They move at the crew’s rate as the crew need to keep up with the gun.

For each casualty inflicted on the train, apply a –1 column penalty to the teams movement. A minimum of two animals are required to pull an artillery piece.

One gunner using a trallespyke in the movement phase can change direction of fire. A gun can be turned up to 90 degrees in any one turn.

Reloading Artillery

It takes a full crew one full turn to reload a gun, and you must specify the type of ammunition you are reloading the gun with. No gun crew may reload and fire in the same turn, even if one of the characters has a special skill which allows him to reload and fire in the same turn.

Ammunition

Artillery pieces fire a selection of different ammunition types, dependant on the circumstance. The artillery statistics show what ammunition types can be fired by which particular pieces.

Grapeshotte, or “Grape” actually covers two forms of missile. Technically Grapeshotte is a naval weapon made of a number of large iron balls arranged around a metal rod and covered with pained

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canvas. However, heavy caseshotte used on land is also known as Grapeshotte, in this case, a metal can filled with approximately forty 3 ½ ounce lead balls.

Carcass, Sometimes known as lightballe, is a shelle fired into the air to provide illumination of the battlefield at night. Carcass is fired as per shelle and a successful hit on the designated target means that the shelle explodes above the point and lights a 30cm wide area of the board for 4+1d6 turns. Unsuccessful firings use the shelle deviation table and provide illumination for 1d6 turns only.

Fyreshelle, Napatha or “Elf Fyre” as it is known throughout much of the civilised world is an Incendiary concoction originally used by Elven naval forces against their enemies. The strange properties of Napatha mean that it cannot be extinguished by water and this has led to the Elven navy being one of the most feared on Valon. The only other race to make great use of Napatha before Morgana’s usurpation were the Dwarves, whose technomages developed (unreliable) land based fyre siphons to support their armies. Since Mordred’s rise, the Elves have developed Fyreshelles, similar to normal shelles (see below), instead of scattering shards of metal upon explosion, they spread the fiery liquid contents over the enemy. A character successfully hit and wounded by Fyreshelle, but not killed, will take an additional wound per turn until they extinguish the Napatha. This must be done by rolling on the ground or being smothered in blankets and the character has a 60% chance of putting the fire out. Whilst trying to put the fire out, the character can take no further action. Immersion in water will not extinguish the Napatha.

Roundshotte is the standard ammunition fired by cannon. This iron sphere is designed to smash troop formations at ranges up to 1,880 yards, but is generally only effective to a maximum distance of 900 yards. However, even at maximum range, a ball rolling seemingly innocuously to a halt in the grass, still carries enough momentum to take off a foot. Roundshotte varies in weight from about three pounds to fourteen pounds, dependant on the size of the cannon (the name of the cannon is taken from the size of shotte it fires). In Flintloque, roundshotte cannot be used against individual characters, as it is not accurate enough. However, it has a use in the game for smashing holes in buildings and the like.

Shelle is the main ammunition type of howitzers. Shelle is a hollow iron ball filled with black powder which is ignited by a burning fuse, designed to explode amongst the enemy, the case being fragmented and ripping into the opposing force. Lobbed at the enemy, the effectiveness of the shelle depends on the skill of the gunner responsible for getting the length of the fuse correct; if too short, the shelle may explode prematurely, if too long the enemy may have time to take shelter or even extinguish it. Shreddle is a secret Orc invention developed by Lieutenant Shreddle. The casing is thinner than the standard shelle, but amongst the black powder is packed an assortment of musket balls and odd bits of metal, which increases the effectiveness of the round. It takes its name after its creator, and retains it as it seems to be an apt description of the effect on the ammunition in its targets.

Firing Artillery

In many respects, firing an artillery piece is similar to that if firing a musket except on a much larger scale. That said, most nations prefer to use trained gunners to operate their weapons given the need for the crew to act in unison as a well polished team. To fire artillery in Flintloque, you specify what type of ammunition you are loading by noting it on your record sheet. Although there are a number of types of ammunition available, not all of them are suitable for all guns. You should check on the statistics for your weapon before stating which ammunition you intend to use.

Essentially, missile types can be broken down into three categories in the game: Direct (shotte), Direct area (Grape) and Indirect area (shelle, shreddle, fyreshelle). Whilst rockets operate on a similar basis to indirect area (shelle), they have a number of unique properties (such as their legendary inaccuracy) and subsequently they are covered by their own separate rules under their statistics. Unlike most black powder weapons, Artillery can not be “aimed”, therefore crew can not get the “aimed fire” bonus.

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Damage to buildings, walls and fortifications is covered in the section on buildings below. Direct (shotte) roundshotte is used against fixed objects, such as buildings, and may not target individual characters (that said, if a character gets in the way…). To fire roundshotte, place a rule or tape measure directly in front of the gun towards the target. Anything (including any stupid character) within 2cm of the line of the shotte must be diced for as per the normal firing rules to see if it hit and consequently suffers damage.

If the defence factor of a hit item is more then half of the attack factor of the shotte at the particular range, then the attack factor is halved for any subsequent target hit on its flight. If a shotte misses its target, it is assumed that the crew have misaligned the gun and set its trajectory too high, the shotte flying off the table.

When firing indirect area (shelle), the various types of shelle are fired indirectly and do not as a rule affect anything between them and the target. To fire shelle, the firer must nominate his target point and place the appropriate shell burst template over the target point. To find out whether or not the firer has cut his fuse to the correct length and aimed accurately enough, roll equal to or under the appropriate percentage for the range band the target point is in. If the “to Hit” roll is successful, the firer rolls for all characters caught by the template radius and has a base percentage chance (regardless of range) indicated below for whatever the shelle type. Any character whose base is caught full or part under the template has the potential to be hit. Shelles have a 60% chance to hit anything within their template. Fyreshelle hits on a 65% (and sets fire to the target, burning them each round), and Shreddle has a 70% chance of hitting anyone unfortunate to find themselves a target. The attack factor is shown on the appropriate artillery chart.

Templates

There are two different shelle “burst templates”; one for light howitzers and one for medium howitzers. To make these templates is quite simple; just draw a circle and cut it our. The light howitzers have a template with a diameter of 8cm, while the medium howitzers have a template of 12cm.

When using Grapeshotte or caseshotte, you need a triangular template 60cm long and 20cm wide at its base. When fired, place the template directly in front of the gun, the thin end at the muzzle and the wide end down range. Consult the artillery statistics table to find the percentage chance to hit and roll d100 for any miniatures who’s base is touching or lying beneath the template. For each miniature hit, apply the attack factor after the “/” exactly like small arms fire. At very close range, hit miniatures may be torn to shreds, and therefore die instantly.

One of the most dangerous elements of artillery fire is its incredible range. Howitzers are particularly effective in this role, as targets can be shelled a long time before their muskets come into effective range.

Spiking Guns

An artillery piece can be put out of commission by “spiking” it. This comprises of jamming a soft nail into the touchhole, snipping any protrusion off and filing it smooth. This would take a suitably equipped figure three undisturbed turns to do. A piece spiked in this fashion cannot be unspiked during the course of a game.

Rockets

Rockets are used mainly by the Orcs of Albion, and are notably unreliable. However, this unreliability is tempered by the fact that they can have a devastating effect on the morale of the enemy and frighten horses.

Rockets must be fired from a tripod and the player must roll 1d10 and consult the following table. If the weapon does not explode the player must roll the d10 again and apply the result immediately this turn. If the rocket still does not explode, the player must repeat the d10 roll each turn until it has been airborne for ten turns. On the tenth turn, it automatically crashes to earth and explodes. Forward counts as the direction the rocket was moving at the end of the last roll or that the tripod is pointing when the fuse is lit.

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If the dice roll takes the rocket off the table at any time, it is considered lost and no further dice are rolled. Exploding rockets use the light howitzer template and automatically hit any miniature caught within its radius with an attack factor of 8.

Rocket Firing TableDie Roll Effect

1 Rocket hits the ground and explodes2 Rocket moves forward 15cm3 Rocket moves forward 20cm4 Rocket turns 45 degrees to the left and moves 15cm5 Rocket turns 45 degrees to the right and moves 15cm6 Rocket turns 90 degrees to the left and moves 15cm7 Rocket turns 90 degrees to the right and moves 15cm8 Rocket moves in a random direction 2d10cm, crashes to the ground and explodes.9 Rocket spins around and moved straight back 15cm10 Rocket hits the ground but fails to explode.

Morale Effects of Rockets

The noise and sheer terror caused by rockets is such that any character who has a rocket pass over them with 5cm of their position (or one land within 20cm of them) must make a morale check next turn equivalent to being “fired at and hit for the first time”. Cavalry have an additional –2 modifier to their morale check if the above happens to them, due to the fact that the horses are frightened too.

Firing Artillery at Buildings

Buildings can be destroyed or damaged by artillery fire Roundshotte is the most effective round to use though shelle and even grapeshotte at close range can damage small buildings. Players should split buildings into sections of approximately 10cm in length and allocate each section a defence factor. This should depend on the nature of the wall; hovels can have values as low as 6, prepared military fortifications values as high as 78. Buildings require a successful hit as per the normal firing rules (though players should feel free to amend the percentages if they feel the target is so large as to warrant it). Then the weapons attack factor is looked up; if the figure exceeds the defence factor of the building section, then the section is destroyed (and the players decide if the damage is such that it causes the rest of the structure to collapse). If it doesn’t exceed the defence factor, the damage caused is such that the defence factor is now reduced by the attack factor; weakening it and making it easier for a further hit to destroy the section. For example, and Orc heavy cannon is moved up to within 10cm of an Elf fortification with a defence factor of 54 and scores a hit using roundshotte. The first successful hit reduces the defence factor of to 34 (the attack factor at this range being 20), the second shot reduces the defence factor to 14 and the third successful hit collapses this section of fortification.

Artillery Statistics Range in cm

Ammo. < 10 10 - 25 > 25 – 40 > 40 – 65 > 65 – 90 > 90 – 120Light CannonGrapeshotte 80 / 16 55 / 12 30 / 8 15 / 5 --- ---Roundshotte 80 / 20 60 / 18 45 / 14 30 / 10 20 / 8 5 / 6Medium CannonGrapeshotte 80 / 20 60 / 16 35 / 12 20 / 5 --- ---Roundshotte 80 / 22 65 / 18 45 / 16 30 / 12 20 / 10 10 / 6Heavy CannonGrapeshotte 80 / 20 65 / 18 45 / 14 25 / 7 --- ---Roundshotte 80 / 24 62 / 20 50 / 18 35 / 14 25 / 10 10 / 8

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Range in cmAmmo. < 10 10 – 25 > 25 – 40 > 40 – 65 > 65 – 90 > 90 - 120Light HowitzerGrapeshotte 80 / 14 40 / 12 30 / 10 15 / 16 --- ---Shelle --- --- 55 / 6 45 / 6 25 / 6 10 / 6Fyreshelle --- --- 50 / 5 40 / 5 20 / 5 5 / 5Shreddle --- --- 50 / 8 40 / 8 20 / 8 10 / 8Medium HowitzerGrapeshotte 80 / 16 55 / 12 30 / 10 25 / 6 --- ---Shelle --- --- 60 / 8 50 / 8 25 / 8 10 / 8Fyreshelle --- --- 55 / 8 45 / 8 20 / 8 5 / 8Shreddle --- --- 55 / 10 45 / 10 25 / 10 10 / 10

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Appendix 6FAQ’s

These FAQ’s were taken directly from the Alternative Armies web page.

Does a sword count as a light improvised weapon so that it can be thrown? I suppose you could throw a sword as a light improvised weapon, but you wouldn't be able to use it melee if you did that. If you have 4 Characters surrounding another in H2H combat is the normal modifier just +6 for attack from the rear of is there a +3 as well for an attack from the side as well ?No, just the +6 (which is strictly a -6 to the surrounded character, but the effect is the same). This is applied to all the characters that are attacking the surrounded character.

Can Liches use their special power i.e. allowing an Undead figure to pass a failed morale check at the cost of one wound (which presumably does not require a morale check) on all Undead or just skeletons and zombies? No, just on Skeletons and Zombies. And no, it doesn't require a morale check.

One of the Vampire spells allows him to drain 1W from his opponent to add to his own total. He must win a melee to do this. Must he inflict a wound or will a push-back suffice? Can he use the power on multiple opponents if so engaged? When using this power, does he only inflict 1W when the result indicates he would inflict more? A push back will suffice, but he can only use it on one character in base to base contact each turn. The wound is in addition to those caused by actual combat.

Will there be Todoroni-specific weaponry published at some point? Todoroni use Standard Muskets.

Othari can run every turn in water. Does this mean they move a full run distance every turn, or do they suffer the movement column shifts, but from the run column?They suffer column shifts for penalties (but not for water!) from the "run" column.

Can Liches use guns? I realise that they are generally not equipped with them in printed scenarios, but in point-based battles every figure must make the best contribution possible. No; they are meant to be there to ensure that the Undead behave themselves, not to fight the enemy.

Do Liches suffer any of the penalties of Undead status bar their inability to heal wounds i.e. penalties on fire, -1 in hand to hand. Liches are almost a class unto themselves. They suffer no penalties that apply to the Undead in general.

Do troops of Undead status i.e. zombies and skeletons count as militia with respect to the elite troops firing advantage i.e. do elite troops fire first before zombies and skeletons? No: Undead are already penalised by their right column shift for firing.

If you start in clear terrain and enter, for example, woods part way through your move, how do you figure your movement rate?We suggest the following method, which is best illustrated by an example. Say you are an Elf, moving on clear terrain. You have a Walk of 24cm. Halfway through this move, you encounter scrubland, and your movement rate drops to 12cm. You have already moved half of your move in clear terrain, and must finish your move at the scrubland rate. Simply use whatever percentage of your movement you have left and apply it to the new movement rate for the scrubland, i.e. terrain changed halfway through the move, so half the move is conducted at the new movement rate. In our case, the Elf had covered half his move (12cm) before encountering the terrain modifier. Scrubland cuts movement to 12cm for a full Turn. Because the Elf has already performed half his move, he only moves half the distance of his new movement rate, which is 6cm. This makes a total move of 18cm. This system can be applied to the nearest manageable fraction. For

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example, if the Elf had moved 17cm on clear terrain, then he would have done three-quarters of his whole move, allowing him 3cm movement on the new terrain.

Would you say figures block line of sight in Flintloque or not?If line of sight is obscured by another figures base, then yes. The base is used to represent the area that the figure effectively occupies, so yes, they do block line of sight

If there are more than one troop in hand to hand with another troop, and one of the first combat results pushes the single troop back 5cm, what happens then? Does it move back after all of the combat has been resolved or immediately with every one having the opportunity to follow up.The character in question dutifully receives a kicking from everybody before it is pushed back.

Also, if a troop in hand to hand fails a moral check and gets a result of E or F it has to move immediately and break hand to hand, which I understand. But what about a result of B, which says you move normally but end the move 5cm away from the enemy? The B result means that the character can make a normal move anywhere they like, but can not end their movement by being within 5cm of an enemy miniature. They do not end 5cm away from the enemy; they must not be within 5cm of any enemy miniature at the end of their movement. So, for example, if in melee, they would have to break off and do something else; anything else that didn't bring them within 5cm of an enemy character.

How much do Undead dogs (from Zoltan's 666th) cost in Flintloque, as this is not mentioned, and do they have the same movement as a normal dog, since their rules only have 3 columns for movement ?Just add 2 points to the cost of Zombies. They should have the same movement rates as Dogs, to give them a slight edge over the normal, run-of-the-mill Zombies. When a figure is pushed back in melee combat, can his victorious opponent choose not to follow up? If so and he doesn't follow up, is that melee over? Yes, he can choose not to follow up, and yes, the melee is over.

If a figure is surrounded on all unobstructed sides, can he flee at all on failing a morale check? Can he be pushed back? If he routs and there is no physical path of escape what happens? The model in question would surrender.

How many figures can engage another in melee combat? (Base-to-base contact seems to be the best determining factor.) Four, one each base side.

The declaration phase is where orders are secretly written. Do they have to be subsequently openly declared (it being the declaration phase) or are actions announced only as they come up each phase (charges in charge phase, aimed firing in aimed fire phase, movement in movement phase, firing in firing phase), (I think it is the latter, someone else here has thought at least the type of orders each figure has must be declared immediately all are written in the declaration phase).In the relevant phase.

Does aiming have to be announced at all in the turn it is carried out? That's up to you. Part of the reason that the declaration phase is written down is so that you don't have to say who is aiming. This gives your opponent less of chance of avoiding the character in question.

When aiming the target has to be written down. Does the target have to be announced at any stage before firing in the subsequent aimed fire phase? Nope.

Zombies and Skeletons can be bought with less than full wounds. I just need to confirm for someone else that if they start off with less than full wounds they count as wounded and suffer wound penalties. Someone

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here thought the rules implied that Undead could be fully healthy at less than 6 or 5 wounds if they started a campaign that way. Yes, if they start with less than full, they are counted as wounded.

Do you have to be within the maximum range listed for the weapon to hit? With sufficient left column shifts it is possible to hit with e.g. a blunderbuss from ranges that are not on the weapons table. Yes, you do.

One of the vampire magic spells involves a roll of 6+(?)on D10 modified by experience level as melee combat. Does this mean: a) experience level modifier of both vampire and victim b) just the experience level mod of the vampire. (a) Experience level of both Vampyre and victim. The spell is Death's Cold Embrace.

If a character is in hand to hand combat, and has to make a moral check, and the result says he must basically move away or into cover, what should he do? Since he is in hand to hand, he shouldn't be able to move, unless he wins initiative. Morale Checks are compulsory movement, so they are made before anything else. So the character moves out of melee combat. Compulsory morale movement is the exception to the rule.

I was wondering how long it takes Harper to reload the 7 barrelled gun? Also, how long does it take rifles to reload? Takes him two turns to re-load the volley gun and rifles reload in one turn.

Does Sgt. Harpy have any side arms or is he essentially a clear the decks with the gun and rush into melee to break a few heads kind of Rifleman? He's only armed with what he's carrying and an ugly face. This should be sufficient for him to beat up most Elves.

What are the penalties for shooting through woodland, if you and your target isn't in the wood, but it is between them. What if you are in the middle of the wood shooting out, does the target get cover modifiers because you are shooting through trees? What if both people are in the wood?

If you fired into combat in which non of your troops are engaged (i.e. an Orc Vs Elf Vs Undead game) what is the chance of hitting the wrong figure ? As the two will be moving around in combat, hitting the right one will be difficult. If you miss with your shot, you miss both targets. If you hit with your shot, then you have a 60% chance of hitting your chosen target, modified as follows. If you miss the chosen target, you hit the other one. +20% Veteran, +10% Experienced, +10% Elite or Guerrilla and -10% Raw.

What modifiers do you get for being prone behind a low or a high wall? What are the modifiers for being obscured by a wall vertically? Is it possible to go prone behind a wall and hide to avoid being shot? Would you have to not shoot yourself that turn?As all these questions relate to issues of cover, I'll answer them as one. For an enemy to count as a target, you must have line-of-sight contact with him, else you can't hit them. If the wall or building obscures the character completely, then you can't see him and you can't hit him. This is true if the character is prone behind a wall. However, if you want to shoot at a character when you are in such cover, you would have to at least put your head above or round the side of the wall, so the enemy would be able to return fire with modifiers. So yes, if you wanted to hide behind a wall for a turn, you would not be able to shoot at enemies over it. If you go prone behind a wall, you can not see over it and enemy troops can not see you. This means that neither side has line-of-sight contact, so neither could shoot. As for cover in general, it depends more on how much of the target is showing. I would say if more than 50% is showing, make it two columns to the right and if less than 50% is showing, treat it as three columns to the right.

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If a character has 4 enemy characters in base-to-base contact which character does he fight first, or does the character get to fight all 4 before wounds are dished out?The player who has surrounded him gets to select in which order the combats are resolved, and wounds are inflicted as the fight continues. Outnumbering is often used to pin a character down and then move in for the kill with an experienced soldier.

I have just been looking through the rules for Vampyres, and I wondered whether Vampyres counted as being regular in general or being elite (as Ivan Wintermore is elite, while Lamia Wintermore is a Guerrilla, but Kustonov in Czarlingrad is not mentioned as either)? Vampyres are taken to be Regular if not mentioned otherwise.

Do the rules for dogs and werewolves count for Undead dogs, or what happens when Undead dogs (and Vampyre dogs) are in the same army as Werewolf units? No, Undead Dogs and Vampyre Dogs don't hate Werewolves. Zombies are just too dumb, and the Vampyres hate everything! Just take it that their instincts change when they join the ranks of the Undead. The Werewolves would probably just find it amusing that the Dogs were on their side...

If a section leader is routed does his unit still take a loss of section leader ? Yes, it does. If he's legged it, his men will want to too.

Is the section leader the most experienced figure of the most senior rank ? i.e. would the unit get upset if the raw captain is killed... yet the Veteran Sargent they have worked with for years is still alive? A good point. I would say your Section Leader is whomever you choose it to be. There are no rules for saying who is seen as the leader, so just pick someone that you like and make them the Section Leader.

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Appendix 7Summary Sheets

Racial Statistics TableMove Rates In cm

Race Crawl Prone Stagger Falter Walk Run DF W MeleeBog Orc 2 4 8 12 16 24 3 3 +3Dark Elf 3 6 12 18 24 36 2 2 0Dog (Mortal) 2 5 10 15 20 28 3 6 0Dog (Undead) 2 5 10 15 20 28 3 3 +1Dwarf 2 3 7 11 14 21 3 3 +1Elf 3 6 12 18 24 36 2 2 +1Goblin 2 5 10 15 20 28 2 2 0Halfling 2 5 10 15 20 28 1 1 +3Liche 2 4 8 12 16 24 2 6 +4Ogre 2 3 7 11 14 21 4 4 +3Orc 2 4 8 12 16 24 3 3 +2Othari 2 5 10 15 20 28 2 2 +1Rat (Highland) 2 5 10 15 20 28 3 3 +2Rat (Lowland) 2 5 10 15 20 28 2 2 0Skeleton 2 4 8 12 16 24 2 5 -1Todoroni (Big) 2 4 8 12 16 24 3 3 +3Todoroni (Little) 2 5 10 15 20 28 2 2 +2Trolka 2 5 10 15 20 28 3 3 +2Vampyre 3 6 12 18 24 36 4 8 +3Werewolf (3rd) 3 6 12 18 24 36 3 3 +3Werewolf (7th) 3 6 12 18 24 36 2 2 +3Wolf 3 6 12 18 24 36 1 1 +4Wraith 2 5 10 15 20 28 3 3 +2Zombie 2 4 8 12 16 24 2 6 0

Type Cost Walk Trot Run Charge Melee DF WHorse (Heavy) 14 12 24 36 48 +2 5 1Horse (Light) 18 16 32 48 64 0 5 1

Unicorn 15 16 32 48 64 +1 5 1Pig 12 12 24 36 48 0 5 1

Boar 12 12 24 36 48 0 5 1Highland Cow 19 12 24 36 48 +2 9 1Lizard (Light) 16 15 30 45 60 +1 7 1Lizard (Heavy) 21 12 24 36 48 +1 7 1

Lowe-Ryder 14 28 42 56 +2 9 1Rhinoceros 28 12 24 36 48 +3 10 1

Skeletal Pegasi 14 --- 40 54 0 5 1

Note: Cavalry can only move at a “charge” if they ran in the previous turn. The walk rate for flying mounts applies only if they are on the ground; if flying, they may make a run move every turn.

Initiative Table

Reason ModifierIf more than half the unit is of Elite status +2If more than half the unit is of Guerrilla status +1If more than half the unit is Light Infantry +1If more than half the unit is of Militia status -1If unit is of Undead status -2For every experienced character in the unit +1For every veteran character in the unit +2

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Morale tables General Modifiers

Condition Modifier50%+ of unit routed / Dead -2Infantry v Cavalry in Open -2Cavalry v Infantry in Built-up area or woods

-2

Mortal, Vampyre & Wraith Modifiers Undead ModifiersCondition Modifier Condition ModifierCharacter is a Vampyre +2 Character is Fresh -2Character is a Veteran +4 Character is Decayed +2Character is Elite +2 Character is Wounded -1Character is Experienced +2 (per wound)Character is Raw -2Character is Wounded(per wound)

-2

Morale Results Table

Results are listed as Living / Undead (e.g. “G/F” would be G for Living characters and F for Undead)

Roll Death of Sect. Leader

Charged Wounded Pushed Back Hit 1st Time

01 (min) G/F G/F G/F G/F E/E02 G/F F/F F/F G/E E/D03 G/E F/E F/E F/D D/D04 F/E E/D D/D F/D D/C05 F/D E/D D/C E/C C/C06 E/D D/D C/C E/C B/B07 E/C C/B B/B E/B B/B08 D/C B/A B/B A/B B/A09 C/B A/A A/A A/A A/A10 (max) A/A A/A A/A A/A A/A

Morale Effects Tables

Mortal, Vampyre and Wraith Morale EffectsResult Effect

A The character passes with no ill effectsB The character may make a normal move this turn, but must be 5cm away from any

enemy characters at the end of the move.C The character partially freezes. For this turn, it may only fire at enemy troops moving

towards it.D The character freezes totally. For this turn only, it may take no action at all other then

defend itself in hand-to-hand combat.

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E The character immediately walks towards its own side’s table edge, facing the enemy, and stays there this turn. He may do nothing else this turn.

F The 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 this turn.

G The character routs and is removed from play

Undead Morale EffectsResult Effect

A The character passes the test with no ill effectsB The character is slightly confused. The character receives an extra left column shift for

movement and a right column shift for firing this turn.C The character is moderately confused. The character receives an extra two left column

shifts for movement and may not fire this turn.D The character is very confused, and freezes totally for this turn. It is unable to take any

actions other than defend itself in hand-to-hand. If attacked, it suffers a –2 penalty to hand-to-hand combat.

E The character’s brain grinds to a halt and it freezes for the entire game, unless “motivated” by the KGB.

F The character’s brain fails totally, and the character collapses to the ground, never to rise again.

Firing Tables

Positive Factors Negative FactorsShift the range column to the left Shift the range column to the right

Left Shift One Column RightCharacter is Experienced

Character has aimedCharacter is an ElfCharacter is Fresh

Character is UndeadCharacter is RawCharacter is DecayedCharacter is wounded (apply only once)

Left Shift Two Columns RightCharacter is a Veteran Target is behind low wall

Target is in light woodsFiring in poor light

Left Shift Three Columns RightTarget inside building and character is outsideTarget is behind high wallTarget in dense woods

Wounds are inflicted by missile weapons using the following system. If a hit is scored, roll 1d10 and add the Attack Factor of the weapon at that range. Then subtract the target’s Defence Factor from this total and consult the following table:

Result Wounds Caused

< 4 04-9 1

10-11 212-13 314+ 4

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Die Result3 or less Rider killed

4-9 Rider suffers 1 wound10+ Rider unhurt

MisfiresDie Result Effect

< 10% Weapon explodes in firer’s face, killing them outright, regardless of wounds or defence factor.

10% - 20% Weapon explodes in firer’s face, wounding as if fired at point blank range (0-5cm).

21% - 50% Weapon jams. Takes two turns to unjam. Once unjammed, it will need to be loaded again, after which it functions normally again.

51% - 100% Weapon jams. Takes one turn to unjam. Once unjammed, it will need to be loaded again, after which it functions normally again.

Black Powder Weapons StatisticsRange in cm

0 - 5 >5 - 15 > 15 – 30 > 30 – 45 > 45 – 60 > 60 - 75Muskets & CarbinesHigh Elf Musket 80 / 5 70 / 4 60 / 3 45 / 3 25 / 2 15 / 2Standard Musket 70 / 5 65 / 4 50 / 3 30 / 3 15 / 2 ---Dwarf Musket 55 / 4 50 / 4 30 / 3 15 / 3 --- ---Dwarf Musket Mark II 60 / 5 55 / 4 40 / 3 25 / 3 10 / 2 ---Ogre Big Bessie 65 / 7 55 / 7 40 / 5 25 / 4 5 / 3 ---Orc Bessie 70 / 7 65 / 5 40 / 4 20 / 3 10 / 3 ---Goblin Musket 65 / 5 60 / 4 45 / 3 25 / 2 15 / 2 ---Rat Short Musket 60 / 5 55 / 4 35 / 3 20 / 3 10 / 2 ---Elf Dragon Musket 70 / 5 60 / 4 45 / 3 25 / 2 10 / 2 ---Dark Elf Musketoon 70 / 5 65 / 4 35 / 3 10 / 2 --- ---Double Musket 70 / 5 65 / 4 40 / 3 25 / 3 10 / 2 ---Otharmann Jezail 80 / 5 70 / 4 55 / 3 40 / 3 25 / 2 10 / 2River Goblin Musket 65 / 5 55 / 4 30 / 3 10 / 2 --- ---Standard Carbine 60 / 4 55 / 3 30 / 3 25 / 3 10 / 2 ---High Elf Carbine 65 / 4 60 / 4 40 / 3 30 / 3 20 / 2 5 / 2Grenade Launching Carbine 65 / 7 50 / 7 35 / 7 --- --- ---PistolsHigh Elf Pistol 80 / 5 65 / 4 30 / 3 15 / 2 --- ---Pistol 60 / 4 55 / 3 20 / 2 --- --- ---Orc Artillerie Pistol 55 / 5 40 / 4 10 / 3 --- --- ---RiflesStandard Rifle 80 / 5 70 / 4 60 / 3 45 / 2 25 / 2 15 / 1Bakur Rifle 80 / 7 70 / 5 60 / 4 45 / 3 30 / 3 15 / 2East Valonian Chicken Rifle 80 / 5 70 / 4 65 / 3 50 / 2 35 / 2 15 / 2Dwarf Jager Rifle 75 / 7 65 / 5 55 / 4 40 / 3 25 / 3 10 / 2Ostarian Repeating Air Rifle 75 / 5 60 / 4 35 / 3 20 / 3 10 / 1 ---BlunderbussesStandard Blunderbuss 80 / 7 50 / 7 30 / 5 15 / 5 --- ---Dog Grenadier Blunderbuss 80 / 10 60 / 7 40 / 5 15 / 5 --- ---Fowl Gun 60 / 4 40 / 3 15 / 2 --- --- ---Volley Gun 80 / 9 65 / 7 35 / 7 15 / 5 --- ---Kannonderbuss (Kannister) 80 / 7 60 / 7 45 / 5 30 / 3 15 / 2 ---Kannonderbuss (Roundshotte) 80 / 10 55 / 7 35 / 5 20 / 4 --- ---

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BombsGrenade 55 / 6 45 / 6 30 / 6 --- --- ---Orc Grenade 50 / 8 40 / 8 25 / 8 --- --- ---Elf Fyre Grenade 55 / 4 45 / 4 30 / 4 --- --- ---

Melee tables General Modifiers

Reason ModifierCharging Cavalry +2Undead Wounded (per wound) -1Cavalry (turn 2)Mortal wounded (per wound)

-2

Attacked in side -3Attacked in rear or while prone -6

Racial Hand-to-Hand modifiersModifier Race

-1 Skeleton0 Goblin, Zombie, Lowland Rat

+1 Dog, Dwarf, Elf, Othari+2 Liche, Orc, Trolka, Highland Rat, Little Todoroni, Moskova Guard+3 Bog Orc, Halfling, Big Todoroni, Vampyre, Ogre, Werewolf+4 Wolf

Weapon ModifiersModifier Weapon

+3 Halberd, Axe, Lance in the first turn of combat+2 Sword+1 Fixed Bayonet, Spear, Large Improvised weapon0 Musket, Bayonet, Carbine, Knife-1 Crossbow, Bow, Lance (turn 2+)-2 Pistol, Small improvised weapon-3 Unarmed

Unit Status ModifiersUnit Elite Guerrilla Militia UndeadModifier +2 +1 -1 -1

Experience ModifiersLevel Veteran Experienced

FreshRaw

DecayedModifier +3 +2 -2

Compare the two modified d10 scores on this table:Difference Result

0 Draw1-3 Loser pushed back 5cm4-6 Loser suffers 1 wound7-9 Loser suffers 2 wounds

10-12 Loser suffers 3 wounds13+ Loser suffers 4 wounds

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Notes:

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Flintloque Turn Roster

Name Status Turn 1 Turn 2 Turn 3 Turn 4 Turn 5MC Action W MC Action W MC Action W MC Action W MC Action W