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Through The Mud and The Blood

Initiative: Big Men may do the following for one Initiative


Activate self He, or the group he is with, may activate and take their turn
Activate nearby group He may activate a nearby group under his command and within command range.
Activate musician Activate an attached musician to issue a command.
Make a formation Form two adjoining groups or formations together into a larger formation
Remove shock Remove one point of shock from a group he is with
send a runner Send a runner to activate a Group in his command to take their turn once the runner reaches them.
Charge He may lead a charge
Encourage Encourage a group within his influence range to engage in fisticuffs
Add Fervour He may add fervour to a charge
Action He may attempt to perform a task or act of derring-do
Merge groups Combine any two groups of 6 men or less into a larger group.
Chosen Man Call forth a specialist to perform a task.
Make ready! Order a group or formation to “Wait for It” and prepare to fire later in the turn
ACTION 2 Action dice COST Tabletop Movement FORMATION ADJUSTMENTS & LIMITATIONS
Move 1D6 inches 1 Dice Each action dice 1D6” of movement.
Take Cover 1 Dice Infantry As per dice roll
Cross a low obstacle 1 Dice Big Men/Runners +1 pip per dice
Cross a high Obstacle 2 Dice Armoured Vehicles Vehicle specific
Enter an unbarred building 1 Dice Cavalry Walk +1 pip per dice
Mounting a horse or vehicle 1 Dice Cavalry Trot +3 pips per dice
Fire 1 Dice Cavalry Gallop Add one extra dice then add +3 pips per dice
Clear an MG stoppage 1 Dice Artillery Limbers May move at cavalry Walk or Trot speed
Spot 1 Dice Manhandled Artillery Roll 2D6, discarding the dice with the lower number of pips
Attempt a task 1 Dice Broken terrain -1 pip per dice
Reload artillery piece 1 Dice Heavy terrain -2 pip per dice
Attempt a task 1 Dice Shock points -1” per Shock point
TARGET Spotting rolls 2D6 0-9” 9-27” 27” + +1 to the required score -1 from the required score
In the Open Automatic Automatic 5 Spotter under fire Spotter elevated
Slightly obscured – light cover 6 7 8 Target stationary Per dice target moved this turn
Obscured – Medium cover 7 9 11 Target obscured by smoke or fog Each additional dice used for spotting
Badly Obscured – Heavy cover 10 11 14 It’s night Spotter is a Big Man
Spotter Wearing a Gas Mask Target Mounted
Spotter buttoned up in Armor Target is a Formation or tank
FIRING
Firing on a Big Man’s Initiative: +1 PIP for Big Man’s status level above 1 Artillery Pieces Dice
Firing at Green troops +1 PIP 37mm/1 pdr 6 Dice
Firing at Veteran troops -1 PIP 60mm/6pdr 10 Dice
Firer wearing a gas mask/ Target taking cover -1 PIP 61-76.2mm/13 pdr 12 Dice
Each two Shock points: Remove one firing dice 77mm+/18 pdr 18 Dice
WEAPON DICE Close Effective Long WEAPON DICE Close Effective Long
Rifle ½ 0-18” 18-36” Over 36” HMG 6 0-24” Over 24” -
Automatic Rifle 3 Light Flamethrower 6 0-8” - -
Lewis Gun 4 Heavy Flamethrower 8 0-12” - -
MG 08/15 4 Sharpshooter HMG 6 0-36” Over 36” -
Bombers 1 - 4”-10” - Field Gun Weapon 0-24” 24-48” Over 48”
Rifle Grenades ½ - 12”-36” 36”-48” Tank Gun Weapon 0-18” 18-36” Over 36”
Sniper 1 0-36” Over 36” - Automatic Weapon / Machine Gun Stoppages
SMG / Shotgun 3 0-12” - - More 1s than 6s rolled. To clear stoppage Roll once for for each
Pistol 2 0-12” dice of fire until successful D6 requiring 5-6 to succeed
Hit on COVER NEAR MISS SHOCK KILL
Close Effective Long None – troops in the open or shot along a trench 1 2, 3, 4 5, 6
3-6 4-6 5-6 Light – Ditch, shell hole or similar 1, 2, 3 4, 5 6
Medium – trench or building 1, 2, 3, 4 5 6
Heavy – solid bunker 1, 2, 3, 4, 5 6 -
Big Man Causalities: D10 Big Man Hit D6 Replacing Big Men
If result is equal to or less 1-3 Lightly Wounded, reduce Status by one for the rest of the game TROOP QUALITY ROLL
than the number of casualties, 4-5 Badly Wounded Veteran 3-6
then Big Man is hit. 6 Dulce et Decorum est pro Patria Mori Regular 4-6
Green 5-6
Close Combat
Per status level for the Big Man +1 Dice Defending light cover +1 dice per 3 dice
Each point of fervour +1 Dice Defending medium Cover +1 Dice per 2 dice
Each two status levels other Big Men +1 Dice (round down) Defending heavy cover +2 dice per three
Each Experience level higher than enemy +2 dice per Group Hit in rear Lose half the dice
Per two Shock points on a Group -1 dice Lancers v other cavalry in first round Add two dice
Aggressive troops +½ dice each Lancers v other cavalry 2nd round + Loose two dice
Bombers +½ dice each Unloaded receiving charge -33%
Each trench cleaner present +1 dice Cavalry charging with élan +1 dice per 4 dice
Each “trench broom” weapon +2 dice Cavalry v infantry in the open 2x Dice
If one side has 4 or more times the number of dice as their opponent (3 times for poor Morale troops) then the side with the lesser dice
routs immediately, falling back 3D6 inches with their backs to the enemy and taking an automatic six Shock points per Group. If
surrounded they will surrender. Else sides roll their total number of dice. Each 6 kills one enemy, each 5 is one point of Shock on the
enemy.
Results of Close Combat: Compare both sides' losses of dead (not Shock points) and refer to the list below:
Draw: Fight again immediately. This occurs for a maximum of three rounds, after which both sides retire 2” to take a
breather, recommencing on any participating Big Man’s card if he so desires.
Defeated by 1: Thrown back 6” (12” for cavalry) facing your enemy, may act as desired.
Defeated by 2: Thrown back 9” (18” for cavalry) facing your enemy, +2 Shockpoints. May only fire in next turn.
Defeated by 3: Thrown back 12” (24” for cavalry) facing your enemy, +2 Shock points. Group may only fire in their next turn
Defeated by 4 or Thrown back 18” (24” for cavalry), double the number of Shock points taken. If no escape the survivors
more: surrender. The winner allocates guards at 1 to 5 ratio. No movement or firing in the next turn.
1. Superior and/or Aggressive troops ignore a defeat by 1 and fight again immediately.
2. Inferior troops who lose will consider their defeat one level worse than it is, so a “defeated by 2” becomes “defeated by 3”, etc..
3. Cavalry Defeating Infantry: Any infantry Group that loses to cavalry and is defeated by 2 or more will automatically rout 12".
If the cavalry have taken less than 50% of the kills that the defeated infantry took then they are under control and may act as
the player desires. If, however they took 50% or more kills than the infantry then they are out of control and will pursue,
remaining in contact with the routers until they kill them all, drive them from the table, or are interrupted by other enemy
troops entering into close combat with them. The routers continue to run at 12" per turn.
Losing Their Bottle
1. A Group loses its bottle as soon as it reaches the point where the number of points of Shock exceeds the number of men.
This is most likely to be when it is fired upon or during a close combat. Subsequently the group will retire on each Snifter
card if it is in the open. If it reaches cover it may stop retiring, however it will automatically recommence its withdrawal if it
takes any further Shock or losses from fire, or if an enemy attempt to enter close combat.
2. They may move as long as they do not go any closer to the enemy than they currently are. They may fire, albeit with their
effect reduced by their Shock. They may spot and take cover as normal.
3. Recover bottle by removing the points of Shock. This may be done by a Big Man using his initiative, or, in the case of an
elite unit, to remove it with the Rally card.
4. If a mounted cavalry Group has more Shock points than men remaining it must withdraw out of enemy effective small
arms range, retiring on the next Snifter Card, and subsequent ones if required, and be rallied before it can take any
aggressive action. It is recommended that all of its Shock points are removed, however the player may choose to only
remove sufficient to reduce the number of Shock points to less than the number of men remaining, however a Group only
partially rallied will be very susceptible to further losses.
5. Artillery crews suffering more Shock points than men remaining will see their effectiveness reduced as their firing dice are
reduced, but will hold their ground until the number of Shock points is twice their strength, at which point they will
abandon their piece, running to the nearest place of safety or until the enemy are out of 18” when they may rejoin their
weapon if sufficiently rallied to move back.
Morale Distance Retired
Good 1” per excess point of Shock
Reasonabl 2” per excess point of Shock
e
Poor 3” per excess point of Shock

SNIFTER CARD
Any units not activated may do one of the following
Spot
Fire
Reload
Continue with an ongoing task
Deploy 1D6" into a terrain feature that they occupy
Losing Their Bottle

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