Fire & Steel Charts

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Fire and Steel is GDW's set of rules for 15 mm Napoleonic miniatures. The rules set provides a complete rules for conducting battles in Europe between 1808 and 1858.This rules system is ideal for the beginning miniatures wargamer. The rulebook is only 6"x9" in size with the text printed in single column to a page. They are concise an easy to understand while still modeling the effects of warfare accurately.The only thing the rules are a little thin on is command and control. The system assumes that all units activate orders automatically. However, this is a good thing for beginning wargamers (less to think about your first time out!). You can always add your own C&C rules.GDW also included a 6"x9" organization book and charts in their boxed set. These detailed the organization, quality, capabilities, and how to mount the figures for each unit that fought in Europe during the Napoleonic era. Again, this makes the system easier for the beginner to learn as they don't have to do a lot of research.Fire and Steel regulates the size of bases and terrain on a pure ground scale. The board played on depicts terrain at a ground scale of 1" = 25 yds. The size of the minis bases are dependent on how much frontage the unit occupied, not abstracted like other minis games.Also see GDW's sister rules set called System 7 Napoleonics. For the most part, the two rules sets are identical. Really, the only difference between the two is the System 7 rules allow counters to replace miniatures.

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  • Fire and Steel

    Movement3 for foot/ 5 for mounted per impulse in good going, 2 (foot)/ 3 (mounted) per impulse in badgoing.

    1 per wound.

    Rates of Fire

    Single Action Revolver 1 shot per phaseDouble action revolver 2 shots in both phasesMuzzle loading pistol 1 shot, place 4 reload markers after firingBolt/ lever action rifle/carbine 1 shot per phaseBreech loading rifle 1 shot per phase, place 1 reload marker after firingMuzzle loading musket 1 shot per phase, place 4 reload markers after firingMuzzle loading rifle 1 shot, place 6 reload markers after firingPump action shotgun 1 shot per phaseBreak action shotgun 1 shot, place 1 reload marker after firingMuzzle loading shotgun 1 shot, place 4 reload markers after firingBow 1 shot per phase, place 1 reload marker after shootingThrown weapons 1 shot per impulse

    Notes remove one reload market per impulse. Any aim markers are lost after reloading. Muskets may be taploaded. This allows a figure to remove 2 reload markers per impulse.

    InitiativeD6 modifiers

    (Note all modifiers are cumulative in Fire and Steel)

    Per wound -1Surprised -4

    ShootingArmed with long barrelled weapon or bow -2Aimed shot +4

    Hand to HandCavalry armed with lance in open space +2Armed with pistol or long weapon in open space 0Armed with long weapon in confined space -4Armed with other close combat weapon -2

    Notes Long weapons included fixed bayonets and spears. Lances cannot be used dismounted or in confined space

    Shooting

    Skill + Weapon/Range factor modifiers + D6 = Result

    Weapon 6 12 24 48Pistol 4 2 - -Rifle/ Rifled carbine 4 4 3 2Smooth bore musket/Carbine 4 3 2 -Double barrelled shotgun 8 4 - -Single barrelled shotgun 6 3 - -Bow 4 3 2 -Throwing spear 4 2 - -Thrown knives,axes, etc 3 - - -

  • Modifiers

    Surprise target (unless in NpoA) -1 Per wound -1Per change of target this phase -1 Tap loaded weapon -1Target in cover -2 Firer mounted -1Partially obscured over 6 range -1 Firing moved more than 1 impulse -2Target moved across LOS -1 Non-firearm firing at shielded target -2Firing after breaking off HTH -1

    Hand to Hand

    Skill modifiers + D6 = result

    Pistol (loaded) +4 Mounted attacking foot +2Fixed bayonet, sword +4 Attacking shielded opponent -2Knife or unarmed +2 Attacking from above +1Per wound -1 Surprise (first round) +1More than one opponent -2

    Combat Results