FLQ Lite rules 060407 - Fyshkatie/wargames/downloads/flintloqu... · 2013-07-22 · 2007 rules.

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© 2007 1 ‘Lite’ Free Core Rules Welcome to the super condensed rules for Flintloque from Alternative Armies. These core rules are complete and allow you to play the basic game when combined with the Flintloque statistics tables document also available from Alternative Armies as a free PDF or printed document. To play the full game including Artillery, Rockettes and much more along with the background to the World of Valon and the Mordredian Wars then get your hands on the latest full version of Flintloque the Skirmish. (5020R Flintloque Reloaded) Please direct all questions to product @ alternative-armies.com or contact us by telephone or post. Alternative Armies PO Box 8207 Girvan KA26 0YB +44 (0)1465 841677 [email protected] Contents Introduction & Contents - Page 1 The World of Valon - (See Full Rules) The History of the Mordredian Wars - (See Full Rules) The 68th South Durrum (Characters) - (See Full Rules) The Chassuers de Pied (Characters) - (See Full Rules) Flintloque Scenarios - (See Full Rules) Flintloque ‘Lite’ Rules - Page 2 onwards Terms and Definitions - Page 2 Unit Status - Page 2 to 3 Other Terms - Page 3 Designing Units / Sections - See FLQ Stats PDF Flintloque Rules (Building Units) - Page 4 Scenario Rules ‘The Turn’ - Page 5 Turn Structure and Phases - Page 5 - Page 6 - Page 7 - Page 7 - Page 7 to 10 - Page 10 - Page 10 to 11 - Page 12 to 13 - Page 13 to 14 Unit Roster Sheet - Page 15 Section Record Sheet - Page 16

Transcript of FLQ Lite rules 060407 - Fyshkatie/wargames/downloads/flintloqu... · 2013-07-22 · 2007 rules.

© 2007 1

‘Lite’Free Core Rules

Welcome to the super condensed rules for Flintloque fromAlternative Armies.

These core rules are complete and allow you to play the basicgame when combined with the Flintloque statistics tablesdocument also available from Alternative Armies as a freePDF or printed document.

To play the full game including Artillery, Rockettes andmuch more along with the background to the World of Valonand the Mordredian Wars then get your hands on the latestfull version of Flintloque the Skirmish.(5020R Flintloque Reloaded)

Please direct all questions to [email protected] contact us by telephone or post.

Alternative ArmiesPO Box 8207

GirvanKA26 0YB

+44 (0)1465 [email protected]

Contents

Introduction & Contents - Page 1The World of Valon - (See Full Rules)

The History of the Mordredian Wars - (See Full Rules)The 68th South Durrum (Characters) - (See Full Rules)The Chassuers de Pied (Characters) - (See Full Rules)

Flintloque Scenarios - (See Full Rules)Flintloque ‘Lite’ Rules - Page 2 onwards

Terms and Definitions - Page 2Unit Status - Page 2 to 3

Other Terms - Page 3Designing Units / Sections - See FLQ Stats PDF

Flintloque Rules (Building Units) - Page 4Scenario Rules ‘The Turn’ - Page 5Turn Structure and Phases - Page 5

- Page 6 - Page 7

- Page 7 - Page 7 to 10

- Page 10 - Page 10 to 11

- Page 12 to 13 - Page 13 to 14

Unit Roster Sheet - Page 15Section Record Sheet - Page 16

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A skirmish game such as Flintloque allows Players to recreateheroic battles at an individual level, where each figure represents aunique character, with its own background, skills and weapons.To represent the differing skill levels of each character, each isgiven an Experience Level and a Unit Status. These are noted onthe Record Sheet for ease of reference during play, and are abbre-viated to save players writing them out over and over again.

Experience Level describes how much combat knowledge the char-acter has amassed. There are different ratings for characters inFlintloque.

The four ratings are, from top to bottom, Veteran, Experienced,Average and Raw.

This gives an indication of how experienced a soldier the characteris, and affects his ability to fight as well as his resolve to battle onagainst hopeless odds. The more fighting the soldier has done, thebetter his odds in battle. Up to Experienced Level, for every threegames a character survives without routing it gains an ExperienceLevel. For example, if a Raw soldier, survived three scenarios inFlintloque without routing, he would be elevated to Average status.However, to rise from Experienced Level to Veteran, the charactermust survive six games without routing. Veteran is the highestLevel that there is.

A Veteran character is a highly experienced soldier who hassurvived everything the Enemy has thrown at him. Natural leadersand deadly fighters, Veterans are the best soldiers on the battlefield.Captain William Brooke is a good example of a Veteran Character.Your unit will never usually have more than one Veteran in itsranks, as they are few and far between; the real heroes of war.

A Character who is Experienced has also fought many battles, buthas not yet acquired the special skills of the Veteran. ExperiencedCharacters are excellent soldiers, and are a cut above the normalInfantryman.

Average Characters are accustomed to the battlefield, but have notyet experienced enough combat to be prepared for anything. Solidand reliable, they are well equipped to meet their foes.

Raw Characters are the least experienced troops on the battlefield,and they can be unpredictable in combat and have a tendency tolose heart if the battle goes against them.

Unit Status depends upon a variety of different factors usuallyrelating to the quality of training the Character has received or styleof fighting that they are used to. There are seven different types oftroops in Flintloque:

ELITE

These are the crème de la crème of any Army. Elite troops have beentrained to the highest degree possible and their elan is of such ahigh level that they often choose death before dishonour.

REGULAR

Regular troops are the rank and file of most armies. Regular troopsare the most common on the battlefields of Valon.

MILITIA

Militia are the unfortunate conscripts who receive little militarytraining. Clumsy on the battlefield and prone to running away,Militia troops are regarded as inferior by their Regular counter-parts.

Veteran Characters use the following Special Rules:1. A two column to the left shift for firing.2. A +3 hand-to-hand combat modifier.3. A +4 Morale modifier.4. The Character can ignore “hit for the first time” Morale Checks.

Experienced Characters use the following Special Rules:

1. A one-column shift to the left for firing.2. A +2 hand-to-hand combat modifier.

3. A +2 Morale modifier.

There are no Special Rules applied to Average Characters

Raw Characters use the following Special Rules:

1. A one-column shift to the right for firing.2. A -2 hand-to-hand combat modifier.

3. A -2 Morale modifier.

Elite Characters have the following advantages:

1. They may fire before characters of Militia Status in theFiring Phase.

2. They receive a +2 hand-to-hand combat modifier. 3. They have a +2 Morale modifier.

There are no Special Rules for Regular troops

Militia are subject to the following Special Rules:

1. They have a -1 hand-to-hand combat modifier. 2. They have a -1 Morale modifier.

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GUERRILLA

Guerrillas are ruthless bandits or freedom fighters who have localknowledge on their side. Quick and deadly, Guerrilla troops mayhave no formal military training, but they make up for this withskills borne of war itself. Non-military combatants can also beclassed as Guerrilla Troops.

MARINES

Regular troops who have additional training in hand to hand fordealing with boarding parties and naval fighting.

LIGHT INFANTRY

Light Infantry are a sub-set of the Unit Status. You can have Elite,Regular or Militia Light Infantry. If your unit is Light Infantry,simply apply the modifiers in addition to the normal ones for theadditional points cost when creating the section.

IRREGULAR INFANTRY

These fellows are skilled fighters in their own right but have noconcept or training in drill, so they cannot make complexformations and have trouble standing in line against enemyVolleys.

OTHER TERMS

DEFENCE FACTOR

The Defence Factor determines how hard a Character is to injureusing missile weapons. The higher the number, the better. Seethe Firing Phase for details.

ATTACK FACTOR

This is the strength of hit caused by a missile weapon, and itvaries with range. See the Firing Phase for details.

WOUNDS

Each Character has a number of Wounds, depending upon theirrace. An Elf, for example, begins the game with 2 Wounds. If heloses both of them, he dies. Mortal Characters (including allWitchlands mortal characters) recover 1 Wound between eachScenario if they were wounded.

Re-animated troops like Zombies have more Wounds, as they takea lot to put down, but they never heal any Wounds betweenScenarios. Once they run out of wounds they crumble away.

PERCENTAGE AND

10-SIDED DICE

The game uses dice to represent the whim of chance. Included inthe Flintloque Reloaded miniature sets are two ten-sided dice, onenumbered 0 to 9, and the other 00 to 90. To roll a 1D10, roll thedie number 0 to 9, where a “0” is a result of 10. To roll a percentagenumber, roll both dice. The “00-90” die is the tens, the “0-9” diethe units. This gives a number between 01 and 100, where a resultof “00” on the tens and a “0” on the units is 100.

You will need two percentile dice to play this game along with aruler or tape measure.

DESIGNING UNITS

Units are created by players using a points system. The pointssystem is designed so that players may create Units of similarabilities and skills, and to give guidelines for a balanced game. Basictroops cost a variable amount of points according to race andarmament. A series of points cost modifiers can be added to thecharacter to make it raw, experienced, etc.

Please refer to the Flintloque statistics and tables document for thesecosts and the process to create characters.

BLACK POWDER WEAPONS

The majority of soldiers in the world of Valon are armed with somesort of Black Powder weapon. Many races have developed firearmsunique to their kind, and this is reflected in the list of BlackPowder weapons available.

Please refer to the Flintloque statistics and tables document for theselists and the process of arming characters.

If you look at the lists you will see that some weapons are“Standard” and others are race-specific, e.g. “Ferach Musket” and“Orc Bessie”. You will then notice that there are two differentpoints values for each of the race-specific weapons. The cost on theleft is the cost in points to the race in the weapon’s description, andthat on the right is the points cost for any other race to have theweapon (providing it can carry and fire it!). Standard weapons arethe same points cost for all characters.

Players commonly arm their Characters with whatever weaponstheir miniatures are carrying. The vast majority of miniatures inFlintloque are armed with a Musket of some sort.

Guerrillas are subject to the following Special Rules:

1. They may fire before any Character of another UnitStatus, including Elites.

2. They have a +1 hand-to-hand combat modifier.

Marines have a +2 in hand to hand combat modifier

Light Infantry are subject to the following Special Rules:

1. They receive a +1 to Morale. 2. They have a +1 to Initiative rolls. 3. Light Troops add 20% (rounded down) to their movement speed at any rate each Turn.

Irregular Infantry have the following Special Rules:

1. They have a -1 Morale modifier 2. They have a +1 hand-to-hand combat modifier. 3. They may always ignore ‘pushed back in melee’ morale tests. 4. There is no points cost for Othari troops to be in this class.

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An Elf will be armed with a Ferach Musket, an Orc with an OrcBessie, a Dwarf with one of the two Dwarf Muskets, etc.

Specialist troops such as the Jagers will be armed with Rifles, andothers may have a Blunderbuss. There are some restrictions onweapons regarding who may or may not wield them. Militia willhave the poorest quality weapon that nation has, the light troopswill have the finest.

Only the largest Bog Orcs and Ogres with Trolka can carry thebiggest guns like the Kannonderbuss.

Use your common sense for determining which races could carrywhich weapons in reality.

FLINTLOQUE RULESBUILDING UNITS FOR CAMPAIGN GAMES

During the course of the game, you will suffer casualties. TheseRules are designed so that games can be played over a period of timeand that characters can develop from being Raw rookies intoVeterans of the battlefield. Games are set as points-value battles forone-off scenarios, but campaign play is slightly different. Eventhough the points cost of each side should be as close to equal as youcan get it when you start the campaign, it is possible that sometroops will survive and gain in experience.

You will need the Flintloque statistics and tables document to createa section or unit of troops. Follow its instructions for choosingRacial Type, Status, Mounts, Weapons and so on all on a pointssystem.

To begin with in a normal ten man section or unit you should haveone Experienced character (the officer), two to three Averagecharacters (the sergeant and better soldiers) and the rest will beRaw characters.

DEALING WITH EXPERIENCE

If troops improve in experience level through battles they havefought, then there is no extra cost to advance the character. Forexample, if a Raw character progressed to being an Averagecharacter, the points cost to include the character in the campaignwould still only be that of the Raw character. However, if thecharacter were killed, the Player who lost it would receive thepoints value at the new experience level.

UNIT ROSTER SHEETS

When you have decided upon the size of your Unit or Section, you canbegin to personalise the troops within its ranks. This is done by designinga Unit Roster Sheet, which allows you to keep a record of your Unit overa series of actions called a campaign.

Typically three Scenarios in Flintloque make up a campaign, using thesame basic group of soldiers to fight out a set of games. As your Sectionsurvives more actions, the individual troops in it will become moreexperienced, while some will die on the field of battle and need replacing.

To keep track of the casualties, replacements and experience levels of thetroops in your Unit, you should draw up a Unit Roster Sheet along thefollowing guidelines.

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SKILLS & EXPERIENCE LEVELS

Some characters in are talented individuals who haveeither been trained to or have picked up some useful additionalskills. As well as the basic advances in their ability to fire andprowess in battle, many learn how to load their musket moreefficiently than their fellows, how to heal their injured comradesand how to make the best of a bad situation. These skills and talentsare what make the individual just that; an individual. For anyindividual character to have a higher level in any special ability hemust first have had all lower levels of that ability

GAINING SKILLS

Every time a character advances an experience level (from Raw toAverage, from Average to Experienced, etc), they acquire a newskill in addition to their martial development. There are a selectionof skills for characters who increase their experience level. Whena character goes from being Raw to Average, there are five choicesthat they can have, and the same is true of advancing from Averageto Experienced and finally to Veteran. If a Veteran charactersurvives six battles, they may pick another skill from any of theexperience increases.

For a list of skills and their uses in play see the full version of theserules.

Scenario RulesThe complete FLINTLOQUE RELOADED rules are fast and simple to use.

THE TURN

Games of FLINTLOQUE RELOADED are carried out in a sequence ofTurns. A character may perform a number of actions during aTurn, such as shooting, reloading, aiming or moving around thebattlefield. The Turn is split into Phases. Characters perform theiractions in the appropriate Phase. For example, if a characterwanted to run, he would do so during the Movement Phase, and ifhe wanted to fight an enemy in hand-to-hand combat, he would doso in the Melee Phase.

THE PHASES

Each Turn is split into the following Phases.

(1) DECLARATION PHASE

In the Declaration Phase, each player decides in secret what actionhis character will take. Using the Record Sheet, players notewhether their characters are aiming (A), reloading (R), movingeither walking (Walk) or running (Run), charging (Ch), or firing(F). If a player intends to move and fire in the same Turn, thenmark down (M/F). If you want your character to make no actionor continue fighting a melee it is already involved in, you need enternothing in the box.

(2) INITIATIVE PHASE

Players roll for Initiative to see in which order they will move. TheInitiative roll affects movement, not firing.

(3) CHARGE PHASE

Charges are declared now. Only Mounted characters can declare acharge.

(4) MORALE PHASE

Some characters will have suffered during the fighting, and may beunwilling to continue the battle. If a character has been subjectedto rough treatment by his foes, then he will have to make a MoraleCheck to see if he stays in the fight.

(5) AIMED FIRE PHASE

Characters who have spent the previous Turn aiming at a target firein this Phase.

(6) MOVEMENT PHASE

Characters whom you noted would move this Turn now move in theorder determined by Initiative. If a Character has declared a fireaction, it may fire an Interrupt Shot if a target presents itself. Seethe Firing Phase for further details.

(7) FIRING PHASE

Any declared fire (other than Aimed Fire) is now performed. Withthe exception of Guerrilla and Elite troops, all firing happenssimultaneously.

(8) MELEE PHASE

Finally, the Melee Phase deals with characters involved in hand-to-hand combat. All melee is resolved simultaneously.

Once all phases have been played the next turn begins with the firstphase being played again.

For further details on these Phases, see the relevant sections thatfollow.

Ending a Scenario

Once a game of Flintloque begins it will continue for a number ofTurns, with each turn following the same phases. Once the allottednumber of turns for the scenario have expired (normally ten turns),or casualties have mounted to the point where only one playerremains with miniatures in play, or a player has complete the setscenario objective for his section the game ends.

At this point players should determine who was the victor in thegame and then allocate the spoils and experience gained to theirsections of characters before the next game begins.

© 2007 6

THE DECLARATION PHASE &HOW TO USE THE RECORD SHEET

The Declaration Phase is decision-making time forcommanders. To make it easy to keep track of what your troops aredoing, the Record Sheet is used to note down things such as whatactions the character is taking, whether he has been wounded ornot, and whether or not he needs to make a Morale Check foranything.

THE RECORD SHEET

Looking at the Record Sheet, you will see that there is a column forthe character’s name and his Status, which shows both his Experi-ence Level and Unit Status. Following this from left to right arefive “Turn” boxes, each with a separate column for noting MoraleChecks, the character’s Declared Action for that Turn and a columnfor noting whether or not the character is wounded, and if so, howmany wounds it has suffered.

An example excerpt of a Record Sheet is given here, with the Nameand Status Columns filled in.

THE DECLARATION PHASE

In the Declaration Phase, players decide what actions they wanttheir characters to perform. There are five different actionscharacters can declare, and they are aiming, reloading, moving,firing and charging.

AIMING

If the character declares that he is aiming this Turn, write downaiming in the Declared Action box on the Record Sheet. Aimingworks as follows. The character may not carry out any other actionthis Turn, but can fire in the Aimed Fire Phase of the next Turnwith the bonus for aiming applied to his chance to hit. This meanshe gets to shoot before the Firing Phase, giving him the opportunityto wound his enemies before they fire back.

However, he can lose his aim if interrupted during the Turn or ifhe were forced to move as the result of a Morale Check in the Turnin which he would have fired. If he is attacked in hand-to-handcombat or wounded in his aiming Turn, or becomes subject torestrictions caused by a Morale Check prior to the Aimed Fire Phaseof the Turn in which he would fire, then he loses his aiming bonus,and has to carry on as normal.

RELOADING

If the character needs to reload his firearm this Turn, he notes itdown in the Declared Action box on the Record Sheet. Thecharacter must remain stationary to reload his weapon; if he isattacked in hand-to-hand combat, is wounded or is forced to movebecause of a Morale Check, then he cannot reload his weapon thisTurn. If a weapon takes more than one Turn to reload, thecharacter must remain stationary for the necessary number ofTurns to reload the weapon without interruption. A character mayreload his weapon if he fired in the Aimed Fire Phase of the Turn,but must still spend the rest of the Turn stationary.

MOVING & FIRING

If a character wishes to move and/or fire this Turn, then he notesthis down on the Record Sheet. A character can make a walk movein the Movement Phase and fire in the Firing Phase, but he cannotmake a run move in the Movement Phase and fire in the FiringPhase. However, if the character fired in the Aimed Fire Phase, hemay make a run move if he wishes. A character who fired in theAimed Fire Phase can even fire a second Black Powder weapon ifthey have another loaded. If a character declares only a fire actionthis Turn, then they are subject to special firing opportunities. Ifan enemy character moves from cover across the line-of-sight ofthe character who has declared the fire action, then the charactermay attempt an Interrupt Shot. See the Firing Phase for more details.

CHARGING

Only Cavalry characters can declare a charge, and this is discussedin detail in the Charge Phase section of the rules. Charges are noteddown on the Record Sheet and are declared before the Morale Phaseof the Turn in which they are to be carried out.

Characters must note down their intended actions in this box;this could be aiming, moving, firing, or any other legal action.

If a character is wounded, then you should note down how manywounds it has taken in this space.

This shows the character’s Status; for further details, see thecharacter’s description.

“MC” stands for Morale Check. If a character was wounded,pushed back, charged, or hit for the first time, or their SectionLeader died, they would have to test to see whether they continuefighting. See the “Morale Phase” for details.

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INITIATIVE PHASE

The Initiative Phase is used to determine which player’s troops getto decide when they move. Firing is generally simultaneous, so theInitiative roll applies only to Movement. Who moves first is not aquestion of speed; it is a question of initiative. Initiative is some-thing learned through training and experience, and troops whoexcel in these traits will be better able to react to their opponents’decisions.

To determine Initiative, both sides should roll 1D10 and add orsubtract the following modifiers:

Whoever has the highest score can elect at what stage of the Turnhe will make his move. For example, three players have threedifferent Units playing against each other. Player one has a Unitof 6 Elite Rifle Orcs, with one Experienced character. Player twohas 12 Elven Voltiguers (Light Infantry) with two Experiencedcharacters, and player three has a mixed-race Unit of 9 Guerrillaswith one Experienced character.

Their Initiative Modifiers are as thus:

The players all roll a D10 and add their bonuses. Depending onwhat actions the players want to take, they can elect to go first,second, or third. So, for example, if player one scores a total of 7,player two scores 6 and player three scores 8, then player three canchoose to move first, second or third, deciding when would be bestto move. Player one then gets to fill one of the vacant "move slots"(one that player one has not taken), and player three is left with theremaining one.

Players must be careful about when they elect to move. Some willwant to see what their opponents do; if you do this, you must livewith the consequences of your decision. This means that if you optto "see what happens" and your enemy moves into hand-to-handcombat with some of your men,

as they have been engaged in hand-to-hand combat and fight at least one Turn of combat.

CHARGE PHASE

Cavalry characters that declared a charge this Turn are now dealtwith. They must nominate an enemy figure to charge at who iswithin their charge range; Cavalry cannot simply charge to coverground. If the target of the charge is an Infantry character, youmust note down in its MC (Morale Check) column that it is beingcharged by Cavalry. This requires a Morale Check in the MoralePhase of this Turn.

Charges are resolved after the charge has been declared and anyMorale Checks made. The charging character does not Move untilthe Movement Phase. If his target has fled as a result of a failedMorale Check and is out of charge range, then the character MUSTmove his full charge distance towards the target in the straightestline possible, coming to a halt at that distance. This means thatCavalry are best charging from close quarters, as they are morelikely to catch their foe if they do so.

MORALE PHASE

To simulate every sane soldier’s desire to stay alive, Morale Checksare made under certain conditions to see if the character feels likefighting on. The Undead must also make Morale Checks to see ifthey become confused.

The Morale Phase judges characters’ reactions to events thatoccurred in the previous Turn. For example, if a character wasshot in Turn 3 and wounded, then he would have to make a MoraleCheck at the start of Turn 4 to see what his reaction is. He maydecide to flee, take cover or he may ignore the pain and continue.To keep track of this, note down on the Record Sheet whatconditions the character will have to take Morale Checks for.

Remember, as the Declaration Phase comes before the MoralePhase, you must declare your action prior to taking the test.Sometimes, you will not be able to perform the action because ofthe conditions of the Morale Check Result.

If a Character is required to take more than one Morale Check in asingle Turn, he should use the situation furthest to the left in theMorale Results Table. For example, if a character is both chargedand wounded, he should take the Morale Check for being charged.

REASON MODIFIER

IF MORE THAN HALF THE UNIT IS OF ELITE STATUS +2

IF MORE THAN HALF THE UNIT IS OF GUERRILLA STATUS +1

IF MORE THAN HALF THE UNIT IS LIGHT INFANTRY +1

IF MORE THAN HALF THE UNIT IS OF MILITIA STATUS -1

IF THE UNIT IS OF UNDEAD STATUS -2

FOR EVERY EXPERIENCED CHARACTER IN THE UNIT +1

FOR EVERY VETERAN CHARACTER IN THE UNIT +2

PLAYER 1 Elite + 2, Light Inf. + 1, Experienced character X 1 (+1) = + 4PLAYER 2 Light Inf. + 1, Experienced characters X 2 (+2) = + 3PLAYER 3 Guerilla + 1, Experienced characters X (1) =+ 2

CERTAIN CONDITIONS APPLY TO CHARGING CHARACTERS1. They must have run in the previous Turn.2. They cannot charge into buildings or through walls.3. They only get the bonus for charging if they fight their chosen target.

Name StatusTurn 1 Turn 2

MC DeclaredAction W MC Declared

Action W

© 2007 8

CAVALRY CHARGES

There is one exception to the rule that characters must make MoraleChecks for incidents which occurred in the previous Turn, and thatis if they are charged by Cavalry. If a character is charged byenemy Cavalry in Turn 2, he must make a Morale Check to seewhether or not he stands and faces the charge or simply runs away.If a charge is declared by your opponent, it should be noted in the“MC” box of the Turn in which it is declared, and the Morale Checktaken in the Morale Phase of the same Turn.

See the “Charge Phase” for details of declaring charges.

To make a Morale Check, roll 1D10 and apply thefollowing modifiers:

Character Modifiers

General Modifiers (for all situations)

Note that Undead Characters only suffer a -1Modifier per Wound whereas Mortal Characterssuffer a -2 Modifier for each Wound!

Oswold is shot and wounded in the first Turn of the Scenario.The fact that he is Wounded is recorded in the “W” box ofTurn 1, and “W” written in the “Morale Check” Box of Turn2. This is so the Player knows to make a Morale Check forOswold in Turn 2. Note, however, that the Player has notedwhat action Oswold will take if he makes the Morale Check.

CHARACTERS MUST MAKE MORALE CHECKS WHEN ANY OF THESE CONDITIONS APPLY:1. The character was wounded last Turn.2. The character was pushed back in hand-to-hand combat last Turn.3. The character was charged by Cavalry this Turn.4. The character’s Section Leader was killed last Turn.5. The character was hit for the first time by a missile weapon last Turn.

MORALE MODIFIERS

Character is Elite +2

Character is Light Infantry +1

Character is Militia -1

Character is Veteran +4

Character is Experienced/Decayed +2

Character is Raw/Fresh -2

Per Wound (Mortal) -2

Per Wound (Undead) -1

CONDITION MODIFIER50% of Unit Routed/Dead -2Infantry V Cavalry in open -2Cavalry V Infantry in Built Up Area or Woods -2

See the next page for theMorale Results Tables

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Morale Effects Tables

There are two tables for the effects of Morale Checks; one for theUndead and one for all Mortals including those of the Witchlands(Ghouls, Vampyres & Wraiths etc).

Simply take the letter from the Result Table and reference it on theEffects Table. All the effects of Morale Checks are felt immediate-ly, and any movement necessitated by them is carried out immedi-ately.

Morale Results Table (Mortal / Undead)

Roll Death of SectionLeader

Charged Wounded Pushed Back Fired At for theFirst Time

01 Minimum G / F G / F G / F G / F E / E

02 G / F F / F F / F G / E E/ D

03 G / E F / E F / E F / D D / D

04 F / E E / D D / D F / D D / C

05 F / D E / D D /C E / C C / C

06 E / D D / D C / C E / C B / B

07 E / C C / B B / B E / B B / B

08 D / C B / A B / B A / B B / A

09 C / B A / A A / A A / A A / A

10 Maximum A / A A / A A/ A A / A A / A

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

Mortal Morale Results Table

A Character passes. No ill effects.

B The Character may make a normal Move this Turn, but must be 5 cm away from any enemy Charactersat the end of his Move.

C The Character partially freezes. For this Turn, it may only fire at enemy troops moving towards it.

D The Character totally freezes. For this Turn, it may take no action at all other than to defend itself inhand-to-hand combat.

E The Character immediately Walks toward its own side’s table edge, facing the enemy, and stays therethis Turn. He may do nothing else this Turn.

F The Character immediately Runs toward the best possible cover within the distance that it can move thisTurn and stays there for this Turn and the next. The Character may make no other actions this Turn.

G The Character routs and is removed from play. (Take the miniature off the table now!)

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AIMED FIRE PHASE

Aimed fire is carried out in the same way as normal Firing (see theFiring Phase for details). However, characters who fire in theAimed Fire Phase may still perform actions in the later phases ofthe turn.

Characters who declared they were Aiming last Turn may chooseto fire in the Fire Phase and not the Aimed Fire Phase. However,the Aiming character must decide which to do before the enemycharacter reaches the Movement Phase. This can either bring thetarget closer to the musketeer, which makes the shot easier, or mayresult in the target moving out of range or into cover.

It also means that the shot is fired in the Fire Phase, possiblyresulting in enemy characters shooting the Aiming character beforeit can fire, which results in the character losing the Aim bonus andpossibly wounding it.

Characters who Aim do not have to declare their targets, but if thechosen target moves out of line of sight in the Turn in whichAiming takes place or because of forced movement as a result of aMorale Test, then the character loses the advantage of Aiming. Ifthe target moves out of line of sight, then the Aiming charactercannot fire in the Aimed Fire Phase at another target, but may firein the Firing Phase. The character loses the aimed fire bonus.

MOVEMENT PHASE

Movement Rates are different for many races in Valon. There aresix different Movement Rates for each race. The basic MovementRate is a walk; this allows the character to perform actions such asfiring in the same Turn.

The fastest Movement Rate is a run; this allows the character tocover a lot of ground, but prevents him from performing otheractions. If a character is crawling along on the ground using cover,then he moves at prone rate. The only time a character will use oneof the other three Movement Rates is if its movement is subject tomodifiers for certain conditions.

Undead (Re-animated) Morale Results Table

A The Character passes the test with no ill effects.

B The Character is slightly confused. The Character receives an extra left column shift for Movement anda right column shift for Firing this Turn.

C The Character is moderately confused. The Character receives an extra two-column shift to the left forMovement and may not Fire this Turn.

D The Character is very confused, and freezes for this Turn. It is unable to take any actions other thandefend itself in hand-to-hand combat. If attacked, it suffers a -2 penalty in hand-to-hand combat.

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

F The Character’s brain fails completely, and the Character collapses to the ground, never to rise again. (Take the miniature off the table now!)

AIMED FIRE PHASE OF THE TURN MAY:1. Make a full move (subject to the usual modifiers for terrain) in the Movement Phase(including Running); or,2. Reload their weapon in the Turn in which they fired (subject to the same conditions asnormal, i.e. no Movement or Melee Combat); or,3. Fire a secondary Black Powder Weapon in the Firing Phase if they have one loaded.

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Terrain features and wounds can affect a character’s MovementRate. For example, if a character wants to cross rough and unevenground, he’s going to have to be more careful where he puts his feetto avoid injury or to negotiate certain obstacles. Other modifiersmust be taken into account too, and this is done using the simplesystem outlined below. Choose the right Movement Rate for theaction you wish your character to perform; either run, walk orprone. These basic Movement Rates are affected by a series ofmodifiers, which force you to move at a different Movement Rateby shifting Movement Rate columns as indicated on the adjacenttable.

All these modifiers are cumulative. For example, if you want tomake a run across scrubland, you actually use the Movement Rateone box to the left as you are hindered by the terrain. This meansthat when your characters run over scrubland, they cover the samedistance as if they had walked over normal terrain. If they werewounded and wanted to walk across a river, you would move threeboxes to the left of the walk rate (one for being wounded and twofor crossing a river), which is effectively a prone move. Crawl isthe minimum distance a character can traverse after modifiers, nomatter how many modifiers it is subject to.

Characters are also unable to fire in the Firing Phase if they haveRun.

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

The basic movement rate for Cavalry is the trot. Cavalry can onlyCharge if they Ran in the previous Turn. The Walk rate for FlyingMounts applies only if they are on the ground; if Flying, they mayRun every Turn.

MOVE ONE COLUMN TO THE LEFT IF:

1. Wounded2. Crossing Light Snow3. Crossing Scrubland4. It is Foggy5. Picking up or Carrying an Object

MOVE TWO COLUMNS TO THE LEFT IF:

1. In Light Woodland2. Crossing a River3. Crossing Deep Snow

MOVE THREE COLUMNS TO THE LEFT IF:

1. In Dense Woodland2. Moving Inside Buildings3. Crossing a Swamp

Most Characters cannot Run for two consecutiveTurns.

Characters are unable to fire in the Firing Phaseif they have Run.

Othari can Swim at Run speed as long as theyare in the water.

Todoroni may Leap (treat as a Run) every fourthmove, which allows them to jump over terrainwithout applying modifiers.

Wolves & Werewolves can Run for twoconsecutive Turns; Halflings can do so for three.

Cavalry can only Charge if they Ran in the pre-vious Turn.

The Walk rate for Flying Mounts applies only ifthey are on the ground; if Flying, they may Runevery Turn.

For the Full Tables of MovementRates for all races on Valon refer

to the Statistics Booklet or aFlintloque full rulebook.

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FIRING PHASE

Characters may fire Black Powder weapons providing that the gunsare loaded and the characters didn't perform Run actions in theMovement Phase. Firing is based on a simple percentage system,with the chance of hitting and the potential for damage varyingwith range. Characters apply a variety of modifiers to the chanceto hit dependant upon the circumstances they face.

For example, a character who is wounded finds it harder to shootstraight than a healthy compatriot.

The Firing Table gives the percentage chance to hit (the number onthe left side of the "/") and the across each rangeband.

For example, a High Elf Musket at 23cm with no other modifierswould have a 60% chance of hitting with an Attack Factor of 3.The maximum range is the 60-75cm range band. Firing ismodified by the cover and conditions under which firing takesplace. All modifiers are cumulative. Figure the number of columnsto be shifted, and then apply the result.

For example, an Experienced Elf (one shift left for being an Elf,and another shift left for being Experienced) firing at Range 26cmat a Target in Dense Woods (three shifts right) would be firing atan effective range of 30-45cm, giving him a 45% chance of hittingand an Attack Factor of 3.

If, after all modifiers have been applied, the effective firing columnis out of range or off the table (no percentage chance to hit or AttackFactor in the Firing Table), the character cannot score a hit.

INFLICTING WOUNDS

Characters have two Statistics which measure how hard they are to woundand how much damage they can take before dying. These are thecharacter’s , which is used to see how damage they takewhen hit by a missile weapon, and , which measures how muchdamage a character can take before dying. For example, an Elf has aDefence Factor of 2 and Wounds of 2.

Wounds are inflicted by missile weapons using the following system. Ifa hit is scored, roll D10 and add the of the weapon at thatrange. Then, subtract the target's from this total andconsult the following table:

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

Positive Factors Negative Factors

Shift ONE Column LEFT RIGHT

Character is an ELF (add this to Character status) Character is WOUNDED (apply this only once)

Character HAS AIMED Character is RAW / Character is a TROLKA

Character is EXPERIENCED Character is (Undead) anything other than FRESH

Character is (Undead) FRESH Target is PRONE or Target is operating as Artillery Piece

Shift TWO Columns LEFT RIGHT

Character is a VETERAN Target is in COVER such as a Low WALL (up to waist height)

Firing at NIGHT from Darkness at Target in a lit area Target is in COVER such as Light WOODS (partial obscure)

POOR LIGHT (it is dawn or dusk)

Shift THREE Columns LEFT RIGHT

Character is ELITE Target is INSIDE Building while Firing Character is outside

Target is in COVER such as High WALL (waist height to chest)

Target is in COVER such as dense WOODS (well obscured)

Firing at NIGHT out of a lit area at a Target in darkness

RESULT Wounds Caused

3 or less 0

4-9 1

10-11 2

12-13 3

14-17 4

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INTERRUPT FIRING

If a character has declared a Action this turn it may be able to fireat enemy characters during their Movement Phase. This is calledInterrupt Firing.

If an enemy character moves into line-of-sight of the characterduring its Movement Phase, then the character may try a shotduring the enemy character’s move. This is usually used to pin downenemy characters who are in cover and are trying to move from point topoint. If it survives the shot, the character can still make the full move,but the effects of wounds are applied from that point onwards.

COVER

Cover comes in two main types: Solid and Open Cover. Solid Cover is thingslike walls and buildings, whereas open cover is things like forests.Characters in Cover sometimes get bonuses for being there; for example, itis harder to shoot a character who is in woods than one that is out in theopen. These two types of cover are slightly different, however.

OPEN COVER

Firing at characters in open cover is always a little difficult. Branches getin your eyes, roots trip you up, and nature just generally gets in the way.For this reason, modifiers to hit are always applied to characters in opencover. Any firing at an Artillery Crew when at its Artillery piece gives onecolumn shift to the right. This is because of the cover offered to the pieceby any smoke around.

SOLID COVER

Characters who are using solid cover sometimes make holes in the wallsto facilitate easier shooting, and even though their enemy is technicallybehind the wall (the wall being between the two soldiers), the characterin cover gets the advantage. To show a character is in solid cover, theminiature must be in base-to-base contact with the wall or building. If thecharacter is fired at and in base-to-base contact with the cover, then itmay claim any modifiers to the shot that would apply. However, if thefiring character is also in base-to-base contact with the cover, there are nomodifiers for cover to be applied to the shot. For example, if a character isusing a building as cover by hiding inside it, the cover modifier is negatedif any enemy character moves up to a window (in base-to-base contactwith the cover) and fires through that..

FIRING AT CAVALRY

It is assumed that the character will try to hit the rider of the horse.Therefore, the horses will not be shot from beneath their riders. However,it is possible to target the horse. For example, horses have a Defence Factorof 5. They have only 1 wound. If the horse is killed, the rider is thrown.Roll D10 and add the character’s hand-to-hand Experience Level and UnitStatus modifiers. This represents the character’s ability with horses. Nomatter how many wounds a character has, a bad throw from a horse canbreak his neck. Training helps prevent this. If the target is a FlyingMount and in the air subtract 2 from the Die Roll.

Rockettes - See Full Rules

Artillerie - See Full Rules

GRENADES

Grenades are either thrown or fired from the Grenade Launching Carbine.Mark a target spot and dice as normal fire. If a hit is scored the Grenadelands directly on the target. If the Grenade missed, roll 1D10 use thefollowing procedure.

Roll 1D10; if the number is even, then it lands to the left of the characterand if odd to the right. Double the number on the die to see how manycentimetres left or right the Grenade deviated. Then roll 1D10 again; ifthe number is odd, the Grenade lands away from the thrower, and if even,it lands towards the thrower. Once again, double the die score to see howmany centimetres the Grenade deviates. This is its final resting place, andit now explodes!

All characters who have any part of their base caught within a 2.5cmradius (it may help to cut out a template) of this spot are hit by the blast.Each of them suffers damage.

MELEE PHASEThis phase deals with any fisticuffs on the field of battle. Any model inbase-to-base contact with an enemy model is considered to be in hand-to-hand combat with him, and must resolve the fight as so.

To resolve hand-to-hand combat, each Character rolls 1D10 and adds avariety of modifiers, depending upon his race, his Experience Level, UnitStatus and armament, as well as other factors such as wounds and multipleopponents. After these modifiers have been applied, the two respectivescores are compared. The winner of the melee is the Character with thehigher score. The difference between the high score and the low scoredetermines how much Damage has been done.

D10 Result SHOT Result

3 or less Rider Killed

4-9 Rider Suffers 1 Wound

10+ Rider Unhurt

GENERAL FIRING RULES

1. A character can only fire at a target that is in its line ofsight, taken from the centre of the character’s base to thecentre of his target’s. Range is measured from the nearestedges of the miniature’s base.

2. A character may NOT fire if he has run this Turn.

3. If a character has moved into hand-to-hand, he may notfire the Turn he does so, but the character he is attackinggets the opportunity to shoot him as if at point-blank (0-5cm) range if he has not already fired or run this Turn.

4. If a character is engaged in hand-to-hand under anyother conditions than the one above, he may not fire.

5. Characters may not fire into melee situations in whichcharacters of their own side are involved.

6. A character may fire only ONE Black Powder Weaponper Turn, unless if he fired one during the Aimed FirePhase and has another to fire in the Firing Phase. See skillsfor exceptions.

7. All firing is carried out simultaneously, except for Elitetroops and Guerrillas, who may fire first and kill theiropponents before they can return fire.

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You need to work out all of the applicable modifiers to your melee fight.

All of these modifiers can be found in the melee tables in the FlintloqueStats booklet or in the full Flintloque rulebook; they comprise the follow-ing tables:

Racial Melee Modifier.(The Racial Type of the Character will give a Melee Mod score)

Weapon Melee Modifier.(Consult the Table for what the Character is wielding in melee)

Mount Melee Modifiers, for Cavalry.(See the Mounts table for the Beast’s Melee Mod score)

And this table;

To fight a Melee, Characters roll d10 and apply all the relevant modifiersto the die roll. Remember, all modifiers are cumulative.

For example, an Average Elite Elf armed with a Sword would receive aModifier of +2 (Elite), +1 (Elf), +2 (Sword) giving +5. They then comparetheir respective total scores on the Melee Results Table and the effects areapplied immediately.

This means that if a Character is fighting multiple opponents and iswounded fighting the first, the effects of the wound are applied againstthe next opponent.

Remember, the Melee modifiers for mounts only apply if they have a rider.

COMPARE THE TWO MODIFIED D10 SCORES ON

THIS TABLE:

MULTIPLE OPPONENTS

When in hand-to-hand combat with more than one opponent, each battleis treated as a separate issue. Multiple combats with equal numbers ofopposing Characters should be segmented into one-on-one confrontations.For example, if an Elf is attacked by a Skeleton on each side, and anotherElf attacks one Skeleton from its rear, the combat should be broken intotwo individual Elf vs. Skeleton combats.

The outnumbered character must count all modifiers against everyopponent. So, for example, if attacked by three enemies at once, thecharacter will take the "attacked in the side" penalty for each separatecombat. Characters can alter their facing when attacked, so that only

characters being attacked by four opponents suffer from the "attacked inrear" penalty.

DISENGAGING FROM MELEE

If a Character is engaged in hand-to-hand combat and finds that he nolonger wants to continue the struggle, he may try to disengage his enemy.However, they must have fought at least one Turn of hand-to-hand combatbefore they may disengage.

For example, if a Character engages a foe in the Movement Phase beforehis enemy has moved, then the Characters are considered to be engaged inhand-to-hand combat, and the Character who has not yet moved loses hischance to do so. He must fight at least one Turn of hand-to-hand combatbefore moving out of the situation.

If a Character wishes to disengage, he may try to move, but his foe maystop him if he wins the Initiative Phase. This is resolved as follows:Player 1 is engaged in combat with Player 2. Player 1 wishes to move outof combat, but Player 2 wishes to fight on. Player 1 declares a Move inhis Declaration Phase. However, Player 2 wins the Initiative Phase, andas he wishes to continue the fight, Player 1 must carry on the struggle.However, if Player 1 had won the Initiative, he could have disengaged.

COVER

Taking into account the effects of cover is fairly simple. There are twotypes of cover - Open Cover and Solid Cover. Solid Cover is things like wallsand buildings, whereas Open Cover might be trees. Being in cover canprovide bonuses to Characters defending the cover.

OPEN COVER

If an enemy Character moves into base-to-base contact with a Characterwho is in Open Cover, then the Character who is being attacked may add+1 to his Melee score for defending the terrain.

SOLID COVER

Characters who are in base-to-base contact with Solid Cover may benefitfrom it.

In Melee, whichever Character was in base-to-base contact with theterrain first can claim a +2 modifier in Melee. For example, the Orc

Bluggs is counted as defending the terrain, and receives a +2 Melee coverbonus. Bonuses for Solid Cover are only applicable for the first Turn ofMelee.

MOVING OVER DEFENDED TERRAIN

Characters who wish to try and run past enemy Characters who aredefending Solid Terrain will have a harder time of things than thoserunning around normally. If there is an enemy Character in base-to-basecontact with the terrain feature and you wish to cross it, you must defeatthe guarding Character in hand-to-hand combat first. Defended pieces ofterrain are very hard to cross.

GENERAL MELEE MODIFIER

MODIFIER+1 Defending in Open Cover+2 Defending in Solid Cover+2 Charging Cavalry-1 Per Wound(Undead)-2 Cavalry(Turn 2), per Wound-3 Attacked in Side-6 Attacked in Rear

MELEE RESULTS TABLE

Difference 0 1-3 4-6 7-9 10-12 13+

Result DrawLoser

PushedBack 5cm

LoserSuffers 1Wound

LoserSuffers 2Wounds

LoserSuffers 3Wounds

LoserSuffers 4Wounds

Melee Roll Result Table Infantryman Joe Bluggs is defending a wall againstJunot Saquais, an Elven Voltigeur. Bluggs wins theInitiative Phase, and he moves into base-to-base contactwith the wall to defend it. Junot decides that he needs toget over the wall, and moves to attack Bluggs.

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photocopies for personal use.

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The Record Sheet helps you keep track of what each of the m

en in your section is doing throughout the game. You m

ay find that you don’tneed it after you becom

e used to the rules. Permission is granted for you to m

ake photocopies for personal use.