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Smooth&Rifled Skirmish Rules Guide

Smooth&Rifled is a skirmish wargaming system designed for 28, 20, or 15mm miniatures, covering historical periods from 1700 to 1900, including notable wars like the American Revolution and the Napoleonic Wars. The rules outline troop classifications, movement, actions, and combat mechanics, allowing for both small patrols and larger multiplayer encounters. Players will need miniatures, measuring tools, and dice to engage in tactical gameplay that emphasizes group dynamics and individual actions.

Uploaded by

Edwin J Torres
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© All Rights Reserved
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100% found this document useful (1 vote)
83 views32 pages

Smooth&Rifled Skirmish Rules Guide

Smooth&Rifled is a skirmish wargaming system designed for 28, 20, or 15mm miniatures, covering historical periods from 1700 to 1900, including notable wars like the American Revolution and the Napoleonic Wars. The rules outline troop classifications, movement, actions, and combat mechanics, allowing for both small patrols and larger multiplayer encounters. Players will need miniatures, measuring tools, and dice to engage in tactical gameplay that emphasizes group dynamics and individual actions.

Uploaded by

Edwin J Torres
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

skirmish wargaming rules

Dadi&Piombo

Edwin J Torres (Order #6637130)


photo Dadi&Piombo

Smooth&Rifled is a game system designed to recreate skirmish games with 28, 20 or


15mm miniatures. This very first edition covers the period from approximately 1700 to
approximately 1900. The French and Indian War, the American Revolution, the Napo-
leonic Wars, the American Civil War and the wars of the Colonial era are just some of
the periods you can play with S&R.

In the Appendix you will find all the information that will help you to choose the ideal
format for your games, from simple patrol clashes involving a few men per side to
bigger encounters with 50-60 miniatures per side, ideal for multiplayer games.

Design and development: Lorenzo Sartori


Translation: Andrew Carless
Additional translation and proofreading: Jim Webster, John Hollyoak and Daniel
Ostapovich
Playtesters: Ilves Bottion, Nicola Casarotto, Paolo Fagherazzi, Marco Guarnieri, John
Hollyoak, Roberto Idiometri, Luca Marini, Andrea Martini, Luca Pellattiero, Nicola
Tiozzo, Marco Tomasutti, Massimo Torriani, Yuri Vantin, Jim Webster
Cover photo: 28mm Confederates (various manufacturers), photo and collection
Renato Genovese
version 1.5 © 2011-2013 Dadi&Piombo
All right reserved. Reproduction of this work by any means without the written permission
of the publisher is expressly forbidden

Edwin J Torres (Order #6637130)


INDEX
1.0 YOU WILL NEED ................................ 4
2.0 SCALE ................................ 4
3.0 SINGLE MINIATURES AND GROUPS ................................ 4
3.1 Groups definition ................................ 4
3.2 Groups and formations ................................ 5
4.0 TROOP CLASSIFICATION ................................ 5
5.0 INITIATIVE ................................ 6
6.0 ACTIONS AND ACTION POINTS ................................ 6
6.1 MOVEMENT ................................ 6
6.1.1 Moving in column in difficult terrain .................................7
6.1.2 Moving over linear obstacles ................................ 7
6.1.3 Movement inside buildings ................................ 7
6.2 FIRE ................................ 7
6.2.1 How to fire ................................ 8
6.2.2 Firing modifiers ................................ 8
6.2.3 Modifiers for cover, and running targets ................................ 8
6.2.4 Linear obstacles and protections ................................ 8
6.2.5 Group fire ................................ 9
6.2.6 Opportunity fire ................................ 10
6.2.7 Firing damage ................................ 11
6.2.8 Saving Throw for Leaders, Heroes
and particular figures ................................ 12
6.2.9 Shaken men ................................ 12
6.3 VISIBILITY AND SPOTTING ................................ 13
6.3.1 Ambushes ................................ 13
6.4 AIMING ................................ 14
6.5 RE-LOADING ................................ 14
6.6 CAPTURING A FLAG OR WEAPON,
OR TAKING AN OBJECT ................................ 15
6.7 MELEE ................................ 15
6.7.1 Melee modifiers ................................ 16
6.7.2 Cavalry charging Infantry ................................ 16
6.7.3 Charge by group ................................ 16
7.0 MORALE TEST AND VICTORY CONDITIONS ................................ 17
8.0 SPECIAL CHARACTERISTICS ................................ 18
ADVANCED RULES: Artillery .................................20
APPENDIX I PREPARING THE BATTLE ................................ 23
APPENDIX II BASIC SCENARIOS ................................ 25
APPENDIX III MARKERS ................................ 28
SUPPORT ................................ 30
QUICK REFERENCE SHEET ................................ 31

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Edwin J Torres (Order #6637130)
photo Renato Genovese

1.0 YOU WILL NEED move singly or in Groups. Considering


You’ll need a few miniatures for the the scale (1 figure represents 1 man) a
period (based singly, both 2x2cm or 1 Group doesn’t represent a specific unit,
inch diameter round bases are ok), some for example a platoon, but is just a mo-
rulers or other measuring sticks and a dus operandi for soldiers used to fighting
few 6-sided dice, which we’ll call d6. in a formation. A Group is temporary and
You’ll also need markers to show who is can comprise two or more miniatures
“Shaken” and a figure’s weapon reloa- under an Officer or an NCO, both defined
ding status. Some markers are available “Leaders”. In order to act as a Group the
in the appendix. miniatures must be not more than 3cm
The game can be played on 90x90cm or apart and within 10cm of the Leader. See
120x120cm tables with 28mm miniatu- Paragraph 7.0 Group Actions.
res or 60x60cm when using 15mm.
3.1 Group Definition
2.0 SCALE AND MEASUREMENTS A Group is composed of two or more
1 figure is 1 man; 1cm is equivalent to figures that must stay within 3cm of each
2m in real-life when using 20mm or other. They must also belong to the
25/28mm miniatures, while it is 4m same Unit (*). Single figures that form a
when using 15mm models. A turn repre- Group can move independently hence a
sents 10-20 seconds. You can halve the Group is temporary.
distances when using 15mm miniatures. The presence of a leader within the
All measurements are taken from base Group allows it to act as a Group. A
to base. leader can also activate a part of the
Group. The figures within a Group that
3.0 SINGLE MINIATURES AND GROUPS can be activated together must stay
The game uses single miniatures that within 10cm of the Leader.

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Edwin J Torres (Order #6637130)
Example. A, B, C , D and L (Leader) are within
3cm from the closer figure. E is part of the
Group as within 6cm from L. But F and G are
not part of the Group. F is at more than 3cm
both from C and D. It is also at more than 6cm
from L. Was B a drummer (musician), then
F, being within 12cm from L, would be part
of the Group. As a consequnce also G, being
within 3cm from F, would be part.

When a figure is activated as part of a Close and Open Order


Group it cannot take further actions as a Groups are considered in Close Order
single figure for that activation. If a figure unless they have the special characteri-
started its activation as an independent stics Light or Skirmishers.
figure it cannot make more actions as “Light”. Troops classed as Light can form
part of a Group during the same activa- a Group even if they stay up to 8cm each
tion. other. In this case they form a Group in
When the Group acts (moves, fires, relo- “Open Order”. A Group in Open Order
ads...) it uses one single Action plus the can pass from Open to Close Order with
Leader’s Action (an Order). a Group Action. A Group can also pass
from Close Order to Open Order with a
(*) When using the Medium format it is pos- Group Action. When a Group can change
sible to form Groups with figures belonging from open to close and vice versa use a
to different Units, but foot figures can only be marker to indicate the current status of
part of a Group made up of foot figures and
the Group.
mounted figures only with mounted figures.
“Skirmishers”. Troops classed as Skir-
mishers perform like troops classed as
3.2 Groups and Formations Light, but they are always in Open Order
S&R is a skirmish game designed for and cannot pass to Close Order. Groups
small skirmishes, so the use of real with this characteristic evade if charged
formations is very limited. Anyway here by other Groups unless they have the
are some possible formations that can characteristic Impetus, Ferocious or
be used. Fanatic, in which case they can choose
March Column. This is made with figures to stand and receive the charge. If they
in column, either single file or a column choose to stand they have to make the
two men abreast. In March Column the test as stated in par. 7.1.
Group can move up to 8cm for every “Fast Mob”. Groups with this character-
movement phase. istic move 12/8cm per phase, but they
Line. This allows the formation to maxi- always keep the Close Order formation.
mise its fire. A group can fire a maximum
of two lines simultaneously. All the men 4.0 TROOP CLASSIFICATION
in the lines must be in the same group. Each type of soldier has characteristics
Using the same Group order, a second or that define how it can move and fire.
a third line can reload while the first (and Here is an example:
second) line fires.

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Edwin J Torres (Order #6637130)
French Zouave tunity actions, any other points are lost.
AV=1/2/2; C=5, muzzle loading Officers can change the normal rules on
rifle (30/2), bayonet, impetus Initiative (see 8.0 Special Characteristics).

6.0 ACTIONS AND ACTION POINTS


AV is the Activation Value, or the cost in Normally a miniature or group cannot
Action Points (AP) for each action perfor- perform more than 3 Actions in each
med by that miniature (or Group). The Activation phase, the cost of these
first action this soldier does costs 1 point, actions in “Action Points” (AP) may vary
the second 2 and the third 2. according to the Troop Quality (see Army
C is a value that is used both in combat Lists). The possible Actions, which can
and for the Morale test, after which be performed in any order by the Active
you’ll find the weapon, in this case a Player, are:
muzzle loading rifle where 30 is the [6.1] Move (or turn)
Effective range in cm and 2 is the re- [6.2] Fire
loading time and the bayonet that gives [6.3] Spot
advantages in hand to hand combat. You [6.4] Aim
can also find some special characteristics, [6.5] Re-load
in this case “impetus” (see 9-0 Special [6.6] Capture an enemy flag or weapon
Characteritics). or take an object.
You can only activate another miniature
5.0 INITIATIVE (or Group) after the previous miniature
Both players roll 3d6 for each Unit availa- (or Group) has performed all the actions
ble. Whoever rolls the highest total wins he intends to perform. The only excep-
the initiative and can use as many Action tions are Leaders who can perform ac-
Points (AP) as the total they rolled. tions in different moments of each turn.
Example: The Confederate player rolls a
3, a 4 and a 6, while the Unionist player
6.1 MOVEMENT
rolls a double 2 and a 5. The Confederate
Each miniature can move up to the ma-
player wins (and becomes the Active Pla-
ximum distance shown for each Action.
yer) and has 13 Action Points to spend.
These are:
Thereafter the player that lost the initia-
Single infantryman: 12/8cm
tive (in this example the Unionist player)
An Infantry Group: 8/5cm
can use his Action Points (so becoming
An Infantry Group charging, or in March
the Active Player).
column or on a road: 12/8cm
After the second player has finished the
Cavalry: 20/12cm (whether as individual
players roll again for initiative. This brings
figures or as a Group)
about the start of a new turn and you
Gun-carriage and carts off-road: 6/4cm
can again activate miniatures that moved
Gun-carriage and carts on-road:
the previous turn.
16/10cm
You can pass your turn and keep a maxi-
The first number is the distance allowed
mum of 6 Action Points which can be car-
for the first movement taken in each acti-
ried forward for next turn or for Oppor-
vation. Successive movements use the

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Edwin J Torres (Order #6637130)
second number. A figure does not count as running if
Example: A single foot figure is moved any of its activations includes crossing a
3 times during its activation. It will be linear obstacle.
moved by 12+8+8cm.
Movement is halved in Difficult Terrain 6.1.3 Movement inside buildings
(like woods, fords...). One AP is required to enter/exit a
When a single miniature performs three building and 2APs are required to move
successive Movement actions he is con- inside. At the end of any move the
sidered to be running. A marker can be player must declare if the figure is visible
placed close to the figure (behind partial cover) or not. A figure can
The miniatures can be pointed in any di- fire outside the building only if visible.
rection at the end of the Movement, but Effectively the door/window is regarded
cannot move backwards more than 3cm as a linear obstacle.
per action and keep the original
front.

6.1.1 Moving in column in difficult


terrain
A Group moving in column (one by
one) in difficult terrain can move
at full speed, but for a maximum
of 2 movement phases. If the
Group is lead by a foot figure
classed as Scout then movement
phases can be up to 3.

6.1.2 Moving over Linear obsta-


cles
Linear obstacles are walls, hedges,
and fences that also give some
cover.
28mm Front Rank - photo D&P
Infantry can move over a linear obstacle
by spending one Action (or more if the
scenario requires). The miniature must 6.2 FIRE
first stop in front of the obstacle and A miniature can fire with a 180° arc,
then spend an Action to move over it, Groups with a 90° arc (45° per side). In
ending his movement just past the obsta- order to simplify the rules we ask players
cle. to use their common sense to decide
Mounted figures can jump over an obsta- firing priorities. There must not be any
cle of level 1 (6.2.4) with no penalty. intervening miniatures on the firing line
It is no required that all the base passes unless they are in base contact and, in
over it. The obstacle is jumped as soon as theory, you should give priority to the
the model touches it . target that is in front of you rather than

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Edwin J Torres (Order #6637130)
one that is behind, with the

28mm Perry
exception of mounted mo-
dels that can be targeted if
behind a foot figure.

6.2.1 How to fire


Normally a miniature fires
by rolling 2d6 and must get
5 or more if firing at Close range spend an action in aiming. Miniatures
7 or more if firing at Effective range that move for 2 Actions cannot fire.
9 or more if firing at Long range
13 or more if firing at Extreme range 6.2.3 Modifiers for cover and running
Each weapon has two numbers: the first targets
is the Effective range; the other is the A miniature is in cover if there are one or
Re-loading time. more obstacles between them and the
Close range is up to half the Effective firer. Do not consider obstacles that are
range. Long range extends to twice the within 3cm of the firing model, unless
Effective range. the target is closer to the obstacle than
Extreme range extends to three times the firer. A miniature is also in cover if
the Effective Range but is only available it is within an area of terrain (such as a
for Marksmen and aimed fire by Groups wood or a building). This counts even if
armed with rifles. the firer is in the same area of terrain.
Example: A Union soldier with a rifle If the target is in cover or running, re-roll
(30/2) fires at a Confederate who is 36cm all 5s and 6s or only the 6s if the firer is
away. It is more than the Effective range Aiming. The dice are only re-rolled once,
(over 30cm), but within Long range (less and the second roll applies. The target
than 60cm), so you’ll need a 9 to hit. benefits from the running status only if
targeted for the opportunity fire.

RANGE AND RESULT TO OBTAIN 6.2.4 Linear obstacles and protections


Close 5+ Before the battle begins it is fundamental
Effective 7+ that players agree on the nature of the
Long 9+ terrain used and above all define the
Extreme 13+ height of linear obstacles and protec-
tions.
6.2.2 Firing modifiers Unless stated otherwise by a specific sce-
Miniatures that Aim (a separate Action, nario, walls, hedges, palisades and other
see 6.4) roll 3d6 if they are individual protections can be of 3 different levels.
figures, or get an extra d6 if they are a Level 1. Enough to give partial cover to
Group. a model on foot, but not to a mounted
Miniatures that move for an Action befo- figure.
re or after firing lose a d6 and so only fire Level 2. Enough to give total cover to
with 1d6, but do get 2 dice if they then a model on foot and partial cover to a

Smooth&Rifled - 8
Edwin J Torres (Order #6637130)
photo Renato Genovese

mounted figure. ures belonging to the firing Group.


Level 3. Enough to give total cover to If not all firing figures have the same
both figures on foot and mounted. range, just split into 2 different salvos
(but using the same order of the Leader).
6.2.5 Group fire (Salvo) After the roll of the dice if multiples are
Miniatures that fire in a Group add a dice obtained, hits are distributed to other
for each extra miniature that fires (e.g. figures starting from the closest to the
4 figures fire will roll 5d6, 2 for the first target. Models that can be hit must be
man and one extra for the other three). within 8cm from the previous hit figure
The firing Group uses the total of all the and must not be in total cover. The firing
dice rolled and hits a second or successi- player decides how to assign the hits:
ve miniature for each multiple obtained, leaders and special figures can be hit
as long as the targets are within the like other figures but they benefit of the
Group’s firing arc (45° per side) measu- Saving Throw and so deviate the hit to a
red from the miniature that is closest to close comrade. A second hit is possible
the centre of the firing line. only as a result of a Saving Throw.

When a Group Fire is performed versus When Group fire is performed versus
single figures or versus a Group in Open a Group in Close Order, then all the
Order, first of all you have to identify a models in the targeted Group, with the
single figure as target. Such figure must exception of those in total cover, can be
be within range and arc of fire by all fig- hit by the multiples, no matter if out of

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Edwin J Torres (Order #6637130)
Example. A Group firing to a Group
in Open Order
The Blue Unit, armed with smoothbore
muskets (20/2), performs a Group fire
versus the Red Unit that is in open or-
der. Figure C is taken as the target.
Models 1 and 2 are at more than 20cm
so for them C is at long range, so the
Blue player decides to fire first with the
5 remaining models.
With a very lucky throw the Blue unit
produces 4 hits, so apart from C three
other figures can be hit. B is the closest
model to C so he will be the second hit,
then A is closest to B (last figure hit so
far) and the next would be G (closest to
A), but G is visible only to 1 and 2 and so
not eligible. Hence the fourth hit is lost.
If B was a leader or another special figure with the possibility to use the Saving Throw
and if his throw was successful the Red player can “deviate” his hit towards C that will
have to make 2 firing effect rolls.
The Saving Throw is made after all multiples have been attributed.

arc of fire or range. In this case it is the budget and pass a test (AV Test) by roll-
player that controls the targeted group ing more than the last number of his
to decide which figure has to take the hit AV with a d6. For example a figure with
(one hit maximum per figure). AV=2/2/3 has to roll more than 3. If the
The exception is when a triple 5 or a test is passed he can use only one action
triple 6 is rolled. In this case the firing to fire (and spend the required APs). If
player can ask that a leader is hit with no the test is failed the required APs are
possibility to use a saving throw. anyway lost.
In both cases all hit models will roll for As the Opportunity fire can be per-
the firing damage effect considering pos- formed with the use of just 1 Action, the
sible modifiers due to cover or run. firer cannot aim when on opportunity
but can get the bonus for aiming if the
6.2.6 Opportunity fire order to aim was issued on the previ-
The Inactive player can perform Oppor- ous turn or within the same turn when
tunity fire as a reaction to a movement he player was the Active player and the
taken by a single enemy figure or Group. figure has not moved or done anything
The Opportunity fire temporary inter- else since.
rupts that movement at a point decided If the figure or group trying to fire by
by the firer. opportunity was previously ordered to
To act on opportunity the Inactive player aim and then fails the test to fire on op-
needs to have the required APs in his portunity, that figure or group can re-roll

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Edwin J Torres (Order #6637130)
the test. If the re-roll succeeds the figure
Declaring actions and opportunity
or group fires and is counted as having A single figure or a Group once activat-
aimed, if the re-roll is failed, the aiming ed can perform up to 3 actions. These
status is lost and the figure cannot fire actions must be declared as a whole so
on opportunity. that the opponent can use opportunity
Opportunity fire can be performed by a considering the whole activation.
Group, by using the required APs. If fire Example: Player A declares that his
is taken versus troop charging the firer, figure will move 3 times, so will run.
the distance is always calculated as Effec- Player B can declare opportunity fire
considering that the figure is running.
tive range, with no re-roll for the possible
He can fire after the first action/move-
run (6.2.3). ment but having declared 3 moves the
A figure or a Group that performs an figure will have the advantages of the
opportunity fire spends its APs as if it run.
was the first action even if it has been
already activated that turn. So a figure
with AV=1/2/3 will use 1 AP to fire by Test by rolling 1d6.
opportunity. 1-3 the target has taken a skin-wound
and is Shaken (use a marker, see 6.2.9).
4-6 the target is Dead (or badlywounded,
6.2.7 Firing Damage Test but in any case out of action).
When a target is hit it really means that You get a -1 modifier to the roll if the
the shot has hit the general area, not target is behind light cover (hedge, fence,
that it has had a devastating effect. wood wall, rocky ground).
To see the effects the Player that control You get a -2 modifier to the roll if the
the target must take a Firing Damage

photo Dadi&Piombo

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Edwin J Torres (Order #6637130)
target is behind heavy cover (stone wall, ksmen get a Saving Throw. If they are hit,
in a house, in a wood). roll 1d6 before checking for damage.
You get a +1 modifier to the roll if the On 1-3 they are hit and you roll for
firer aimed before shooting. damage. With 4-6 the nearest figure
If you hit a mounted figure first roll to within 5cm is hit instead of them (friend
see if you’ve hit the horse or the rider. or enemy), but if no other figure is within
On 1-3 you hit the horse, 4-6 the rider. 5cm then the shot has no effect.
Now check for damage as above. If the If other miniatures representing leaders,
horse it hit then the rider is thrown and heroes or similar are within 5cm, these
is Shaken. The horse is lost. We realise will not be able to use this saving throw
that it’s not easy to find dismounted to “deviate” further the shot.
miniatures for each type of cavalryman It is up anyway to the player that controls
so you could decide that the horse can these targets to decide which alternative
just be wounded and lose its Impetus, model can be sacrificed.
moving at maximum 8cm. In other words
keep the mounted model but use it like 6.2.9 Shaken men
foot. Horsemen with a wounded horse A Shaken man cannot perform any Ac-
can be part of a Group. Future hits will tions and, if attacked in Melee, rolls 1d6
be always calculated as versus the rider. less.
A Shaken man can recover and act
6.2.8 Saving Throw for Leaders, Heroes normally; he must spend an Action if he
and particular figures is within 20cm of a Leader, Standard-be-
Leaders (Officers and NCOs), Heroes, arer or Hero who isn’t Shaken, otherwise
Standard bearers, musicians and mar- he spends 2 Actions.

photo Dadi&Piombo

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Edwin J Torres (Order #6637130)
28mm Redoubt -photo D&P

A Shaken Standard-bearer does not give 6.3.1 Ambushes


any advantage for Morale Tests. For every 100pts of deployed troops the
Shaken figures can be ignored for firing player can use 2 Ambush Markers. These
priority purpose. markers are placed on the table instead
of single figures or Groups and are mo-
6.3 VISIBILITY AND SPOTTING ved on the table as a single model, using
You can see everywhere across an open the same APs even if they represent a
battlefield. A man in a wood is only visi- Group. The player who has prepared the
ble from outside if he is at no more than ambush must write on a piece of paper
5cm of the edge of the wood. Beyond the number (a Group of 10 miniatures
this distance he cannot be spotted maximum) and the type of the hidden
from outside, nor can he fire at targets figures.
outside. If two men are within a wood Markers can also be used as dummies
they can see each other (and fire at each and not represent real troops.
other) up to 15cm. An Ambush is revealed if the player who
A man at a window can only be seen controls it decides so or if it is spotted by
from less than 30cm away if he doesn’t the opponent. In this case the marker is
fire, otherwise he can be seen at any removed after that the figures are placed
distance. on the table, each at no more than 10cm
Spotting doesn’t require an Action and from the marker. A single figure can spot
the use of APs unless to discover possible troops hidden in an ambush by spending
ambushes. an Action and passing a test rolling more
than the last number of his AV with a d6.

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Edwin J Torres (Order #6637130)
Example: a soldier with AV=1/2/3 can In this case the Group only gets one extra
spot troops in ambush if he rolls more dice but does keep the advantage of not
than 3 on a d6. re-rolling the 5s.
An ambush counter must be either in a The Aim action can last till the following
terrain piece, or separated from all ene- turn or the next phase of the turn. In
mies by a terrain piece. this case use a marker to sign the aiming
Figures with special characteristic Scout status.
can spot at up to 45cm and they can re- Aiming is over once the figure or Group
roll if they fail the test. has fired or becomes shaken.
Ambushes are automatically spotted
by figures that are within 15cm of the 6.5 RE-LOADING
marker. Visibility is 180°. In order to Re-load you need to spend
as many Actions as the amount required
6.4 AIMING for that weapon (see firing tables). After
In order to Aim (and get an extra dice each miniature has fired, give him a
when firing) you need to spend 1 Action. marker that shows the time needed, for
Aiming at troops that are in cover lets example a “2”. Use one Action to replace
you re-roll only the 6s and not the 5s too. it with a “1” marker and another Action
The Aim order can be given to a Group. to make the weapon ready to fire again.

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Edwin J Torres (Order #6637130)
6.6 CAPTURING A FLAG
OR WEAPON, OR TAKING
AN OBJECT
You must perform one
Action in contact with a
dead enemy Standard-
bearer to take the flag.
If he is only Shaken then
you can decide to try and
avoid a Melee and just
take the flag. You’ll need
to roll 4-6 on 1d6.
Taking your enemy’s flag
leads to an immediate
and irreversible loss of 2
points from his MV (see Paragraph 8.0).
When you want to take a weapon from apart from that spent to move into
an enemy that is not dead but only contact.
Shaken roll a dice and, like the flag, you’ll Miniatures in a Group that are in a Melee
need 4 or more. If the weapon is taken will fight as single men.
from a fallen man then you’ll just need to A Melee precludes any other actions for
spend 1 Action point. that miniature in that turn.
Whether the weapon is taken from an Melee Procedure: Both players roll 3d6
enemy or a friend you can’t know if it’s and hit according to the Combat value of
loaded or not, so roll 1d6 and with 4 or the enemy.
more the weapon is loaded and can be Example: A Zulu with C=4 and Impetus
used immediately. attacks a Highlander with C=5.
Taking any objects or performing various The Zulu will roll 4 dice (+1 for Impetus,
actions like opening or closing doors, see below) and hit for every 5 or more
mount or dismount, always requires an rolled and will be hit with every roll of 4
Action. or more.
Whoever hits most wins the Melee and
6.7 MELEE removes the other miniature. If there
A melee occurs when two enemy minia- is a draw then both miniatures retreat
tures enter into base-to-base contact. In 1cm. The winner can occupy the loser’s
order to enter into base-to-base contact position.
(a Charge move) the miniature must When there is a melee involving 2 figures
move in a straight line. vs. 1, instead of adding all dice, just roll
You can make a free turn before the one additional die. If miniature is in me-
charge if the target is within 180°. If the lee with 2 miniatures with a different C
target of the charge is not within a 180° and he wins by one, then it is the model
arc you must spend 1 Action for the turn. with the lower C to be eliminated, other-
The melee does not require extra Actions wise the looser ill choose. If he wins by

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2 or more, then both his enemies will be Groups with special characteristic Skir-
eliminated. mishers cannot charge by group.
When a Group in Close Order charges a
6.7.1 Melee modifiers Group in Open Order, the latter, with no
The following modifiers are applied (in test required, can move back by 15cm
dice) +d6 not shaken (evasion). Also single
-1 if Shaken figures can evade in the same way.
+1 if Impetus (not if the figure’s oppo- A Group in Open Order, instead of evad-
nent is mounted) ing can pass to Close Order (if allowed)
+1 if mounted and a further +1 if as an opportunity move. In this case the
mounted and charging. Group will stand if the test is passed.
-1 foot charging through linear obstacles If the charge is directed versus a Group
Figures with melee weapons, like sabres, classed as Skirmishers or versus single
swords, bayonets and also the flag of the figures, only the figures at charge reach
Standard-bearer, can re-roll one dice. will be involved in the melee. In all other
circumstances the easiest way to manage
6.7.2 Cavalry charging Infantry the incoming melee is to measure the
When a Cavalryman charges an Infan- closest figures of both sides and if they
tryman the latter can try to dodge the are within 8cm place all figures of both
attacker. The Action is successful if
the Infantryman rolls less than his
C value. In this case the Cavalryman
must complete his full move (12cm)
and the Infantryman is moved 3cm
to the left or right (his player’s choi-
ce) of his original position.

6.7.3 Charge by Group


If the Group is charged by another
Group of the same numbers or
more numerous, the defending
Group has to make a Morale Test by
rolling less or equal than the C value
on a d6. Groups in contacts (one vs. one), no mat-
If the charged Group has the same or a ter if some have to move more than their
better C than the charger or it is defen- movement rates.
ding a fortified position, the defending If one Group has more models add a
Group can re-roll the Test if failed. second figure starting from the clos-
If the Test is failed, the defender must est models. No more than 2 figures can
retreat, shaken, by 15cm+1d6. Chargers melee with one enemy figure, so any
can carry the position. additional figures will be kept out of the
A Group in Open Order cannot charge melee. After that the attacker chooses
and must pass to Close Order status first. the order of the melee.

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photo Dadi&Piombo

7.0 MORALE TEST AND


VICTORY
CONDITIONS
Every Unit has a Morale
Value. In order to calculate it
add the following values;
4 for a Hero and Superior
Officer
3 for each Officer or NCO
2 for a Standard-bearer
1 for a man
When a Unit reaches 1/3
(rounded up) of its MV after
losses immediately performs
a Morale Test.
Example. A Unit made up
with 10 privates and a serge-
ant has a MV of 13, so it will
have a break point of 5. The
Unit will have to test if loses can re-roll the d6 if the test was failed.
5 men or the sergeant and 2 men. The presence of a Standard-bearer (with
The Morale Test is passed if the roll of a Flag and not Shaken) allows you to re-
1d6 is less than their C (Combat Value). If roll the d6 if you fail too, but only if more
there are miniatures with different Com- than 50% of the figures are within 30cm
bat Values then for the Morale Test use of the flagbearer.
the C that most men have when the Test These re-rolls are cumulative.
is made, if there are two equal numbers If you fail the Test the Unit is immediately
then use the higher. removed.
If the Unit is classed as Guards/Elite you If the test is passed then the Unit will
remain on the battle-
field till the end of the
game.
When you play with
more Units per side
then you have to
calculate the Army
Morale Value (AMV).
When a side has lost
50% (rounded up) of
its AMV, counting also
broken Units for failed
Morale Test, it looses
the game.

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photo Dadi&Piombo
8.0 SPECIAL CHARACTERISTICS
LEADER. A Leader can give “orders” to a
Group. NCOs, Officers, Superior Officers
and those defined as Leaders by the lists
are included in this category.
NCO. The NCO is the basic leader. Every
Unit includes one.
Officer. The Officer is an optional leader
(every Unit can include one). An Offi-
cer allows players to re-roll 1d6 during
Initiative. An Officer can be upgraded to
Brilliant (+5pts). A Brilliant Officer allows
players to re-roll up to 2d6.
Superior Officer. A Superior Officer can
be used only when more than one unit
per side are fielded (see Large Format in
Appendix I).
The Superior Officer is supposed to be
mounted and uses the same values and leader.
weapons of the best Officer fielded. GUARD. Troops classed as Guard can
The Superior Officer gives the following re-roll both a failed Morale Test (if the
advantages to the Units whose Leader is Standard-bearer is present they can
within 60cm from him. re-roll twice) and a failed Firing Damage
A Superior Officer can be: roll.
- Stubborn. He may add 1d6 to one of his They also benefit from the same advan-
Units before Initiative (therefore the unit tages as Veterans.
rolls 4d6 initiative dice). He also allows VETERANS. Can re-roll a Firing Damage
one of his Units to keep up to 12 APs as roll. A Veteran will win a melee when it
reserve (+30pts). is a draw, (that is, if they get the same
- Confident. He adds up to 3d6 to one or number of hits of the opponent they
more (can distribute) of his Units before win).
Initiative (+40pts). IMPETUS. Troops with Impetus roll 4 dice
Also the Superior Officers can be targe- instead of 3 if they charge.
ted by fire or charged by enemy. You can Infantry only get this bonus against
field one Unit as his escort, in this case Infantry.
such Unit must have its own leader. MOUNTED. Mounted Troops roll 4 dice
STANDARD-BEARER. You can re-roll a instead of 3. If they charge they roll 5
Morale Test if 50% of the friendly minia- dice.
tures are within 40cm of an unshaken MARKSMAN. The miniature doesn’t
Standard Bearer. need to spend an Action to Aim, so rolls
MUSICIAN. His presence reduces the 3d6 instead of 2d6. He can also re-roll
cost of an Order by 1 (Leader Action). A all 1s. Marksmen cannot perform Group
Musician also doubles the radius of the Fire or Reload as a Group.

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photo Dadi&Piombo
TERRAIN. Figures with this
characteristic can move
in bad terrain without
penalties.
FEROCIOUS. Figures with
this characteristic re-roll
all their 1s and make
opposing figures re-roll 6s
in melee (only once per
melee).
PIKE. Pike Deducts 1d6
from mounted troops
who are charging infantry
figures armed with this
weapon or other friendly
miniatures within 1cm of the figure with SCOUT. A Scout can spot an ambush up
the pike. to 45cm instead of 30cm and can re-roll
MELEE WEAPONS. Sabre, sword, bayo- if he fails a spotting test.
net, spear, lance and other polearms, He can be deployed more forward.
included the standard bearers flag, allow HERO. Every player can upgrade one of
to re-roll 1d6 in melee. his figures to Hero.
FANATIC. A Fanatic can charge at 12cm The Hero has the following statistics:
and recovers from shaken by moving 1 AV=1/1/1 and C=6. Other characteristics
action at full speed towards the closest are the same of his Unit. The cost of an
enemy. hero is 40pts.

photo Dadi&Piombo
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ADVANCED RULES

ARTILLERY

For reasons of scale, only artillery pieces necessary therefore basing the piece,
of small and medium caliber are repre- while it is better to keep the gunners on
sented in Smooth&Rifled. If you have separate bases, as they are considered
high caliber models use them but con- normal infantryin terms of basing.
sider them medium caliber for the game.
Must be considered pieces of small ca- Gun Crew
liber those under 6 pounds. The pieces of The gunners are grouped into three cat-
caliber greater than or equal to 6 pounds egories according to the training.
are therefore considered as “medium”. Elite AV = 1/1/2 15pts each
Trained AV = 1/2/3 10pts each
General rules Irregular AV = 2/3/4 5pts each
Every piece of artillery can fire two types The crew must be placed within 3cm of
of ammunition: solid ball or cannister the artillery piece.
shot. Artillery always starts the battle un- The crew make their actions by spending
loaded, so it’s up to the player to decide action points like the other figures and
before loading which ammunition to use. do not need to be “moved”.
Every artillery piece must then be oper- For simplicity, no distinction is made
ated by a gun crew based on the size of between the various roles of gunners
the gun. Both the crew and the am- on the one artilley piece. It is assumed
munition are sold separately in terms of that each figure knows what he must do,
points. improvising other roles when necessary.
The measurements for the fire are taken When you activate a piece of artillery
from the mouth of the cannon. It is not it is possible to spend actions of crew

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in any order, but once you
switch to the next unit it Example of solid ball fire
will be no longer possible to A piece of light artillery fires
spend actions for that piece at a group of miniatures. The
of artillery in the same turn. player who controls the gun
identifies ”1” as Target figure.
He could also choose”3”.
Ammunition box
Also”6”, “8” and “9” were on
For each piece of artillery the trajectory but behind ”1”
you must place an am- and ”3”.
munition and gunpowder “1” is 42cm away so at Effective
box within 10cm from the range. The player rolls 3d6 and
cannon. We would not want get a total of 8, enough to hit (7
to deprive you of a possible was enough).
show of fireworks ... At this point he rolls another
4d6 to see which other figures
may be involved. He gets a 17,
LIGHT CANNON
which produces a rectangle
Cost. Every piece of light of 4x17cm that starts from
artillery costs 30 points to behind the target figure”1” and
which you add the cost of is orientedperpendicular to
crew and ammunitions. the straight line in the rectan-
Crew. Every piece of light glewith the figure. Figures”4”,
artillery requires 3 to 6 crew. “6”, “8” and”9” are in the area
Movement. A “light” piece and that together with “1” will
can rotate up to 90 ° for perform a test effect at 4+.
every 2 actions. It can also
move 1d6 for each figure
present (every figure in-
volved in moving spends an
action).
Loading. It takes 6 actions to load a Fire solid ball. To fire a solid ball you fol-
“light” piece. low these steps.
Cost of ammunitions. Each solid ball a) You have to identify a “Target figure”
costs 10pts. Each canister shot costs that is within the line of sight of the
15pts. You can buy one cannister shot mouth of the piece of artillery, so we also
for every 2 solid balls bought. consider the wheels (see diagram above).
Firing. A piece of light artillery can fire If there are no targets you can spend
at 60cm as Effective range (120cm Long, points to rotate the piece.
180cm Extreme). Cannister shot can only b) Roll 3d6 and you hit if you get the
be fire at ranges of 30cm (Short) it does same result expected for missile weap-
not have a long or extreme range. All ons (5, 7, 9 or 13 depending on the
measurements are carried out from the distance). Artillery always rolls 3d6 even
mouth of the cannon. if aimed fire is not considered, and even
Firing cost 1 action. if the piece was moved or rotated before.

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Also you don’t have to re-roll in case of or 3 + if behind heavy cover.
cover.
c) If the result is a hit and before the roll Counter artillery fire
for the effect, you roll 4d6. The sum of Theartillery crewmen can also fall victim
these 4 dice determines the length of the to shooting, including fire from other
rectangle-shaped and it is always 4cm artillery.
wide, in which the ball is supposed to When you shoot at a piece of artillery
have done damage. This area of damage with other artillery, both crew and the
is placed behind the target figure and gun when hit must take the test to see
perpendicular to the straight line joining the effects. The crew are saved on a 4 +,
the mouth of the cannon with the same the cannon on a 3+.
figure. All miniatures found with the base If you hit the ammunition box the test
even partially inside this rectangle must is passed on at 5 +. This test should be
test for the effect of the shot. performed last.
The test is passed with 4 + or, if behind If the test is failed, the box explodes and
heavy cover (eg stone wall), with 3 +. In all the miniatures that are within 20cm
case of failure, the figure is removed. of the box, must take a testas if they
had been hit by shooting.
Cannister. The cannister fire is carried When the crew is fired on (incl. small
out in respect of figures that are within arms) the cannon can provide light
the short range, which for light artillery is coverage or, if equipped with a shield
30cm. In case of cannister fire all figures (+5pts), heavy coverage.
(friendly or enemy) that are within the
short distance and within an angle of MEDIUM CANNON
45 ° (each side) from the mouth of the Apply all the rules for the light cannon
cannon are affected. If there are any with the following differences.
friendly in the area, firing thecanister is Cost. Every piece of “medium” artillery
only allowed if there is an officer issuing costs 30 points to which you add the
such an order. cost of artillerymen and ammunition.
Even in this case the figures affected (in Crew. Every piece of “medium” artillery
the example figures 1, 4, 5, 7, 8) must requires from 4 to 12 crew.
pass the test effects of the shot with 4 + Movement. A piece of medium artillery
can rotate up to 90° for every 4 actions.
It can also move 1d6 for every two
figures present (every figure involved in
moving spends an action).
Loading. To load a medium gun cost 8
actions.
Cost of ammunitions. Each solid ball
costs 12 points. Each cannister shot
costs 20 points. You can buy a cannister
shot every two solid balls bought.
Firing. A piece of medium artillery can

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fire at 90cm as Effective range (180cm to hit. In addition, only rifled guns can
Long, 270cm Extreme). It can only fire shoot at extreme distance. The cost is 5
canister shot at short range (45cm). points higher than a smoothbore model.
If hits are achieved roll 4d6 to determine
the area of damage, after the dice are Breech-loading guns
rolled the result is multiplied by two. The breech-loading cannon halve the re-
Figures in the area must take a Test for charge time, so get 3 action for light guns
effect. The test is passed with 5 + or, if and 4 actionsfor medium guns. Further-
behind heavy cover (e.g. stone wall), more breech-loading guns are also rifled
with 4 +. In case of failure, the figure is guns so they benefit of the characteris-
removed. If the ammunition box is hit tics described above.
and the test is failed, the box explodes The cost is 15 points higher than muzzle-
and all the miniatures that are within loader gun. Furthermore breech-loading
30cm of the box, must take a test. guns are also rifled guns so they benefit
of the characteristics described above.
Rifled guns The cost is 15 points higher than muzzle-
Rifled guns can re-roll 1d6 when they roll loader gun.

APPENDIX I
PREPARING THE BATTLE
You are free to use S&R for your pre- gested for 28mm or 15mm, by halving all
ferred scenarios, laying out the terrain measurements in the latter case.
as you prefer, fielding as many troops as
you want and deciding for objectives and “Medium” Format
victory conditions. What follows anyway It is focused on a clash between one unit
is a guide that helps you to play balanced on either side, but both can be rein-
picked games in 3 different formats you forced by other figures taken from other
can choose from. Units of the same army. The budget is
500pts per force.
CHOOSING THE FORMAT In 28mm the suggested wargames
There are 3 formats: “Small”, “Medium” table is 120x120cm (4 feet x 4 feet), in
and “Large” 15mm is 90x90cm (3 feet x 3 feet). With
20mm miniatures (1/72) you can choose
“Small” Format between the measures suggested for
It is designed for one Unit versus one 28mm or 15mm, by halving all measure-
Unit. The budget is 250pts per force. ments in the latter case.
With 28mm figures the suggested war-
games table is 90x90cm (3 feet x 3 feet), “Large” Format
in 15mm is 60x60cm (2 feet x 2 feet). It is designed for a game with multiple
With 20mm miniatures (1/72) you can Units per side and it is the ideal format
choose between the measurements sug- for multiplayer games.

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28mm Perry Miniatures - photo Perry
The budget is 1000pts (or
more) per force.
In 28mm the suggested war-
games table is 180x120cm
(6 feet x 4 feet), in 15mm is
120x90cm (4 feet x 3 feet).
With 20mm miniatures (1/72)
you can choose between the
measures suggested for 28mm
or 15mm, by halving all meas-
urements in the latter case.

BUILDING YOUR FORCE


“Small” Format
In this format you field just one
Unit that must be created following the a Leader to allow “orders“ and Group
specific army lits. For example you may actions. In our example Dragons will
decide to field a Unit of 1812 Russian require a Dragon leader (if they want to
Grenadiers, so you have to follow the make Group actions) while for the Jaeger
composition of that Unit, with minima a leader is optional as Group actions are
and maxima required, making the pre- ordered by the Grenadier Officer.
ferred upgrades within the limit of your For Initiative both players still roll 3d6 as
250pts budget. maneuvering a unique bigger Unit.
Every Unit requires as a compulsory
figure an NCO (or equivalent leader) and “Large” Format
an optional Officer. Contrary to the other two formats, the
Large one sees more Units per side.
“Medium” Format Every Unit must be fielded following the
This format is still focused on a Unit criteria explained in the lists (all minima
versus a Unit, but both can be reinforced and maxima respected) and must be
by troops from 2 other Units of the same commanded by a Leader (NCO or Of-
army. For such attached figures minima ficer), but there is not a main Unit here.
required by their list can be ignored.
The whole force is commanded by a
Back to our example we can add to our
Superior Officer.
Russian Grenadier Unit for example
With this format the Initiative rules
some Dragons and maybe some Jaegers
change a bit. Every Unit must roll 3d6
too. The limit is that at least half of the
or more if the Superior Officer gives
budget, 250pts, must be spent on the
more dice to one or another Unit. Units
main Unit. In this format the Officer is
on both sides are activated in the order
compulsory and he must belong to the
decided by the rolls and consequent
main Unit. This officer will be the CiC.
APs and every Unit can save up to 6 APs
If you add some mounted figures to a
before surrendering the initiative.
foot Unit or vice versa then you may buy
In this way both players may alternate

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several times the roles of Active and This procedure ends when both Players
Inactive Player during the course of one agree on the final result.
turn, until all Units have been activated.
For Large format the budget is 1000pts DEPLOYMENT
(or more) per force. Number the 4 sides of a battle and
with a d4 decide which side is given to
CREATING THE TERRAIN one player. If not stated otherwise the
Players can freely create the battlefield, opponent will deploy on the opposite
according to the chosen background side. Both players place their miniatures
and scenario (see Appendix II for basic within 30cm (or 15cm for 15mm scale),
scenarios). three at time (alternate) if you play with
How to proceed: both Players roll a d6 the Small or Medium format or a Unit at
and who gets the higher result places the time if the Large format is used. Figures
first terrain feature. After that the other with the special characteristic Scout can
Player can do the same or move or remo- be deployed at up to 40cm (or 25cm for
ve the existing scenic element, followed 15mm scale) from the table edge.
by the first player that can do the same.

APPENDIX II
BASIC SCENARIOS
SCENARIO 1. THE OBJECTIVE.
Suitable for Small and Medium formats

Preparing the terrain


Players prepare the terrain by follow-
ing the standard procedure, identifying
an element feature in the middle of the
battlefield (for example a crossroad, a
bridge…) or any other features like an
artillery piece, ammunition boxes etc, to
represent the objective.
Deployment
Both players deploy according to the
standard rules but not necessarily on the
opposite side of the battlefield.
Victory conditions
To win this scenario a Player has to rout the opponent’s force. Keeping the objective
gives an additional 20MV points for the Medium format or 10MV points for the Small
format, which will raise the Break Point of the side controlling it.
The objective is controlled if, starting from the 3rd turn, at least one friendly figure is
on it or within 3cm and no enemy figure is at less than 25cm (15cm for 15mm scale).

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28mm Foundry -photo Dadi&Piombo

SCENARIO 2.
THE RESCUE/CAPTURE.
Suitable for Small and Medium formats

Preparing the terrain


Players prepare terrain by following the
standard procedure. After that they place
in the middle of the battlefield a miniatu-
re that must be saved/captured.
Deployment
Both players deploy according to the
standard rules, they must be on the op-
posite sides.
Victory conditions
To win this scenario a Player has to bring
the miniature into his deployment area
(30cm) or rout the opponent’s force. The miniature (that represents a prisoner, a
freed hostage, the colonels mistress, the regimental mascot) can be moved only if a
player has a figure in contact with that miniature and the miniature can take only one
movement phase per turn.

SCENARIO 3. THE AMBUSH.


Suitable for Small and Medium formats

Preparing the terrain


A straight road, crossing the field in the
middle, must be placed at first. Other
terrain features producing cover must be
placed at more than 30cm from the road.
The opposite end of the road from the
ambushed player is marked in red.
Deployment
The Player that controls the ambush can
put his Ambush Markers (6.3.1) on both
sides, within 30cm from the table edge.
The ambushed Player must deploy all his figures, with the exception of those classed
as Scouts, within 30cm from his table edge and not more than 10cm from the centre
of the road. Figures with the special characteristic Scout can be deployed within 45cm
from the table edge and within 30cm from the centre of the road.
Victory conditions
The Player that controls the ambush wins the scenario if he routs the opponent’s
force or doesn’t let any enemy figure exit the battlefield from the red marked area.
Otherwise the ambushed Player wins.

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SCENARIO 4. THE ASSAULT.
Suitable for Medium format

Preparing the terrain


A fortified position, put in the middle of
the battlefield, must be placed first. This
position can be represented by a campsi-
te, a small fort or a village. The perimeter
of this feature must not exceed 20% of
the board perimeter, e.g. if you use a
120x120cm table, so a 480cm perime-
ter, the sum of the sides of the position
must not exceed 96cm. After placing this
feature, the Players place all other terrain
features, but those which provide soft cover must be at least 25cm from the fortified
positon and those who provide hard cover at more than 40cm.
For game purposes consider the defensive position as an area that gives hard cover
to all figures inside if shot at from outside. If not otherwise stated by the Players,
all terrain features inside the defensive position are there purely because they look
pretty. The defensive perimeter must be considered a linear obstacle and this linear
obstacle cannot be freely crossed if a defending figure is within 10cm (or 5cm for
15mm) of the intended crossing point. It is possible to cross the obstacle by carrying
the position by winning a melee, or by killing or driving the defenders away through
the use of missile fire.
Army format
The Attacker must field a force calculated on the Medium format, while the Defender
controls a force calculated on the Small format.
Deployment
Defender deploys first with all his figures within the fortified area. The Attacker must
deploy all his miniatures on more than one table edge whilst all of the miniatures,
including those classed as Scout, must be within 30cm of the table edge.
Victory conditions
To win the scenario a Player must rout the
enemy’s force. The Defender benefit of
20MV points for holding the fortification is
reduced by 1 for every attacker that is pre-
sent in the perimeter. Example: if within the
defending area there are 3 enemies and the
Defender have a MV of 16, then the Break
Point is 11 (16+17/3). Also if most of the De-
fender’s miniatures are within the perimeter
a re-roll is allowed for each Morale Test. This
re-roll can be added to the one offered by a
Standard Bearer if present.
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APPENDIX III
MARKERS
RE-LOAD

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SHAKEN

AIM

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SUPPORT

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where you can find lists, news and other stuff dedicated to
Smooth&Rifled.

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Edwin J Torres (Order #6637130)
QUICK REFERENCE SHEET

INITIATIVE FIRE
Every Unit rolls 3d6 Results to get with 2d6
An Officer can re-roll 1d6 Close Range 5+
A Brilliant Officer can re-roll up to 2d6 Effective Range 7+
A Superior Officer can add dice to one of his Long Range 9+
Units Extreme Range 13+
1d6 if Stubborn / 3d6 if Confident
Modifiers
Aiming +1d6
MOVEMENT Moving -1d6
Target in cover: re-roll 5s and 6s
Single infantryman: 12/8cm (only 6s if aimed fire)
An Infantry Group: 8/5cm
An Infantry Group charging, or in march GROUP FIRE
column or on a road: 12/8cm
Cavalry: 20/12cm Roll 2d6 +1d6 per each firing
Gun-carriage and carts off-road: 6/4cm
figure.
Gun-carriage and carts on-road: 16/10cm
Movement is halved in Difficult Terrain (like
woods, fords...).
FIRING DAMAGE
1-2-3 shaken
AV TEST 4-5-6 out of combat

You have to roll more than the last number


of the AV MELEE
To fire by opportunity
To spot an ambush Both players roll 3d6 and hit ac-
cording to the Combat value of
the enemy. Whoever hits most
MORALE TEST wins the Melee

You must test when the Break Point is Modifiers (d6)


reached (1/3 of MV). - 1 if shaken
The Test is passed if you roll less than the C +1 for impetus (not if foot charg-
value with a 1d6. Test again for every loss ing mounted)
of MV. +1 if Mounted (+2 if charging)

Smooth&Rifled-31
Edwin J Torres (Order #6637130)
Edwin J Torres (Order #6637130)

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