Smooth&Rifled Skirmish Rules Guide
Smooth&Rifled Skirmish Rules Guide
Dadi&Piombo
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.
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photo Renato Genovese
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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.
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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).
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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.
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one that is behind, with the
28mm Perry
exception of mounted mo-
dels that can be targeted if
behind a foot figure.
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photo Renato Genovese
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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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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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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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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28mm Redoubt -photo D&P
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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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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.
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photo Dadi&Piombo
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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.
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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
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Edwin J Torres (Order #6637130)
28mm Foundry -photo Dadi&Piombo
SCENARIO 2.
THE RESCUE/CAPTURE.
Suitable for Small and Medium formats
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Edwin J Torres (Order #6637130)
SCENARIO 4. THE ASSAULT.
Suitable for Medium format
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Edwin J Torres (Order #6637130)
SHAKEN
AIM
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Edwin J Torres (Order #6637130)
SUPPORT
FORUM
There is a section dedicated to Smooth&Rifled in the Impetus forum
[Link]
MAILING LIST
Official YahooGroups list
[Link]
SUPPORT SMOOTH&RIFLED!
Smooth&Rifled is a game that is developing thanks to the support of
those gamers that have choosen to buy this PDF.
At just 9 Euros you become a supporting customer and you will receive
for free all future PDF versions of S&R.
If you have purchased this PDF, thanks from the Author and from all
other supporting customers. If you received this PDF from a friend or
downloaded it from the web, do the right thing: become a supporting
customer yourself.
For more info: [Link]
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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
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Edwin J Torres (Order #6637130)
Edwin J Torres (Order #6637130)