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54mm Rules

This document provides the turn sequence and rules for a tabletop wargame. Each turn includes steps for initiative, morale, maneuvers, and shooting. Units can change formations, advance up to certain distances depending on the unit type, and move faster on roads or in column formation. Shooting follows maneuvers, with different hit rolls needed based on range. Melee is resolved when units charge. Special rules provide additional abilities for different unit types like cavalry, artillery, and officers.

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0% found this document useful (0 votes)
255 views3 pages

54mm Rules

This document provides the turn sequence and rules for a tabletop wargame. Each turn includes steps for initiative, morale, maneuvers, and shooting. Units can change formations, advance up to certain distances depending on the unit type, and move faster on roads or in column formation. Shooting follows maneuvers, with different hit rolls needed based on range. Melee is resolved when units charge. Special rules provide additional abilities for different unit types like cavalry, artillery, and officers.

Uploaded by

Steve
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Turn Sequence Manoeuvres

1. Initiative Units may either change between line, column or


2. Player 1 Morale square formations as well as changing facing.
3. Player 1 Manoeuvres Or
4. Player 2 Shooting
Advance and/or Wheel within the following
5. Player 2 Morale distances;
6. Player 2 Manoeuvres
7. Player 1 Shooting Infantry 9”
8. Melee Cavalry 15”
Artillery 3”

Moving over obstacle/rough terrain - 3”


Initiative Moving on road +3”
•Each player rolls a dice. Moving in Column Formation +3”
•Highest score becomes “Player 1” Charging into Melee +3”
•Ties are re-rolled

Shooting
Morale After Manoeuvres, each unit
•During each turn every unit must make a morale test. may attempt to shoot.
•Roll 2D6 for each unit separately and apply the following
modifiers; *Only units in Skirmish, Line,
Attack column and Square may
 Fired at last turn -1 Shoot
Fired at by artillery last turn -2
Cavalry within 12” -1 •Roll 1D6 for each model facing
Column formation -1 the enemy and within the front
Below half strength -1 2 ranks of the unit that is
Attack column formation +1
Square formation +2
Shooting, then consult the table
While in a building +2 below.
Range Band 1 – 6” – 4+ To Hit
• Each dice roll, after modifiers must be equal to or greater Range Band 2 – 12” – 5+ To Hit
than 7 for the unit to pass.
Range Band 3 – 18” – 6+ T0 Hit
•If Passed, the unit may Manoeuvre and Shoot as normal.
•If failed the unit must retreat 6” and may perform no other •Each Hit causes 1 wound on the
actions enemy unit.
•If the dice roll after modifiers equals 2 or less the unit will
route from the table.
•Units in building my only be hit
in Range Band 1 on a 5+ To Hit
Melee Special Rules
Sergeant – As long as the Sergeant is alive, the Unit
Charging Units he is with will only retreat 3” instead of 6”
If a unit charges into Melee during its Standard Bearer - Adds +1 to unit Moral Test
Manoeuvres, it will now fight. Musician – Adds +2” to Unit Movement
Officer
•Roll 1D6 for each model in the attacking unit. - Adds +1 to unit Moral Test
•Each roll of 4+ will cause a wound on the enemy - Allows unit to re-roll Moral Test once each turn.
unit. Casualties – Any roll of a 6 while wounding an
•After the defender’s models have been enemy unit will kill either the unit’s Sergeant,
removed, the defender then rolls 1D6 for each of Standard Bearer, Musician or Officer. The player
the remaining models in the unit. controlling the unit being attacked chooses which.
•Each roll of 4+ will cause a wound on the enemy
unit. Light Infantry
•Add +2” to the units Movement and suffer no
Continued Melee penalties for obstacles/rough terrain
For any units that are still in Melee from the •Add +1 to Hit for each model when Shooting
previous turn; •Suffer -2 to Moral Tests if ANY enemy unit within 6”
•Suffer -2 to Moral Tests if attacked in melee
•Units defending a building will attack first,
•If not, both players simultaneously roll 1D6 for Grenadiers
each model in their unit. •Add +2 to unit Morale Test
•Each roll of 4+ will cause a wound on the enemy Elite Infantry
unit. •Add +1 to unit Moral Test
Any unit that fails it’s Moral test at the start •Add +1 to Hit for each model when Shooting
of the turn, and is still engaged in Melee is •In Melee, Wound on a 3+ instead of 4+
automatically overrun and destroyed.

Artillery Cavalry
Artillery units operate during the Shooting phase. •+3” extra movement when
If the artillery did not Manoeuvre, it may shoot; charging into Melee (Total +6”)
•The unit may target any single enemy unit within its direct line of •Roll 2D6 for each cavalry Model
sight. Or, any building which an enemy unit occupies attacking in Melee instead of 1D6
•Firstly, calculate which Range Band the enemy Unit is within •Cavalry in Melee wound on a 3+
instead of 4+
•Then, roll 2D6, add the dice scores together, and consult the ‘Score
to Hit’ column on the table below; •Lancers Charging into Melee
wound on a 2+ instead of 4+
Range Band Score to Hit Wounds Caused •Cavalry in Melee against square
1 – 12” 4+ 4D6 formation only roll 1D6 to attack
2 – 24” 5+ 3D6 and only wound on a 5+
3 – 36” 6+ 2D6
4 – 48”+ 7+ 1D6

•If a hit is scored , roll the relevant number of dice listed in the
‘Wounds Caused ‘ column of the table.
•Add the total score of this dice roll. This is the number of casualties
the enemy unit removes.
Fearsome Lucky Cowardly
Reputation Officer Officer
Unit causes a further As long as the Officer is If Morale test is passed,
-2 to all enemy morale alive, the Unit may roll 1D6. If 4+ Unit may
when within 12” re-roll 1D6 in any Phase not advance

Give ‘em the Veteran Drill Flogged


cold steel! Sergeant soldiers
Unit must attempt to Unit may Change If Unit fails its Morale
charge into Melee formation AND move test, the soldiers will
this turn kill its officer and route

Unshakeable Dirty Wet


discipline Muskets Powder
Unit adds +4 to its If Unit rolls any 1’s during Unit may only Shoot at
Morale Shooting Phase, it may Range Band 1
not Shoot next turn

Marksmen Conscripts Veterans

Unit adds +1 To Hit in Unit is always at -1 for Unit is at +1 for Shooting


Shooting Shooting and Melee and Melee

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