ALTERNATIVE CIVIL WAR: 1861

Transcription

ALTERNATIVE CIVIL WAR: 1861
ALTERNATIVE CIVIL WAR: 1861
BETA RULESET v1.0
ENGLISH VERSION
www.ghosttraingames.com
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[email protected]
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Intellectual property of Ghost Train Games
Depository: César Librán Moreno, Juan Carlos González Romero
& Ghost Train Games @ Safe-C
Non-profit distribution is allowed and welcomed!
Alternative Civil War: 1861 is a 28mm scale miniature wargame set in an alternate background where
impossible science collides with ancient magicks and weird beings clash with courageous soldiers on the
American Civil War battlegrounds.
In Ghost Train Games, we strive for making fans that join us in our fascinating world feel the same passion,
fun and emotion than we do creating this game.
The rulebook will be freely and fully downloadable, and during this Beta stage, we would like to receive
comments, ideas and suggestions from everyone. Our creative process will be open (although we have the
foundations and direction of the game very clear). Do you have in mind some concept you would like to see in
game? Definitely contact us! We want to study every idea; we look forward to hearing your thoughts.
We are arranging the launch with a crowdfunding campaign. We will keep you informed as the appointed
date comes closer. You can check our news and updates at www.ghosttraingames.com or at our social profiles
on Facebook (https://www.facebook.com/GhostTrainGames) and Twitter (@GhostTrainGames). You can give
us your feedback or contact us for any matter on these social profiles or on our email
[email protected].
CREDITS
Game Created by
César Librán & Juan Carlos González
Graphic Design & Art Concept
Juan Carlos González & Alfonso Otón
Cover Illustration
Toni Owen & Tomas Mora
Illustrations & Artwork
Mario A. López
Antonio Bolarín
Marc Curto
Miniature Sketch & Design
Juan Carlos González
Miniature Sculpting
Tercio Creativo (www.terciocreativo.com)
Manuel Olmedo
Creative Writing
Juan Carlos González
César Librán
Tancréde Bouglè
Proof-reading & Style Check
Eric Russell
GAME ELEMENTS: THE LITTLE HEROES
There are a few elements that comprise the game:
MODELS:
The miniature of a soldier or a mighty beast is called a model. Each one is unique and represents one actor in the
battlefield. Miniature's pose is only representative, as they're active and dynamic, bobbing and weaving their way
through the battle. All measurements and lines of sight will be traced using only their bases.
BASES:
All models will be fitted on a standard-sized base. These will be 30 mm diameter for human-sized models and
larger ones will have correspondingly larger bases. When you have to take any measurement always do it from the
edge of the model's base.
FIELD OF VISION & LINE OF SIGHT:
The frontal 180º (the frontal half) of every base is the model's Field of Vision (you can paint this angle or its limits on
the base border to always have a clear view of it). From this FoV you can trace the Line of Sight of the model: what it
can see and attack. A foe model on a straight line that doesn’t cross an obstructing terrain element or a foe base of
equal or larger size than the target model will be on the model's LoS and thus susceptible to attack.
OTHER USEFUL STUFF:
Other stuff you will use for the game is:

The models' cards, which contains their attributes and special rules. These can be downloaded from our
website (www.ghosttraingames.com) and are also provided with the miniatures.

Impulses and Reactions List, which will help you to quickly check any impulse or reaction in case you
need to. This will be provided with the rule-set and rulebook.

Two or more 20-sided dice of different colors.

Tokens of two different colors, to keep track of Personal and Tactical Impulses. You will need 2-3 per
model in your army list for the Personal Impulses and around 10 for the Tactical Impulses. You can also use
different tokens to keep track of many conditions (such as Unloaded or Knocked) during the game. You
can acquire tokens especially designed for ACW from our catalogue.

Measuring tape in inches, as you will need to measure movements and ranges.

A gaming space. Any large table will do the trick, but you might want to play on your own customized
board full of beautiful and detailed scenery. For a better gaming experience, you will need some terrain
elements representing forests or houses. If you don’t have those handy, you can always improvise them
with books (hills), cups (buildings) and stuff (use your imagination!) you have around.
RULERS AND NUMBERS: PHYSICS OF A WORLD THAT DEFIES THEM
Measurements will always be in inches. Half an inch is fine, other decimals are not. If any calculation brings you to
a number different to ½, round it up to the closest .0 or .5 (whole of half inch).
DICE ROLLING: CHECKS AND TESTS
The game system relies on 20-sided dice (d20 from now on). When a model tries to do something, it adds to a
relevant value (skill) the result of rolling one or more d20. The resulting number gets compared against a target
value. If it meets or surpasses this target value the action (impulse) succeeds, achieving different results. Complex
conditions allow bonuses and penalties to impact a model's success due to various effects in play. Friendly, foe or
neutral influences all stack on the model's roll as it copes with such things as high morale, a curse, a marked target
or a one standing behind cover.
Tests: When this roll comes from making an impulse against a target (usually a model) such as attacking a foe,
where we will get the target number from the relevant skill of the target.
It is called a test and noted as (relevant skill) vs (relevant skill).
As an example: Johnny the Rebel wants to put a new hole on Billy the Blue, so Johnny will roll a RC vs DEF test
(Ranged Combat vs Defense). He will roll one d20 and add his RC value: if the result is equal or higher than Billy's
Defense, the poor Yankee will be hit.
Checks: A check will usually be an impulse done against no target such as summoning a creature or changing the
weather, where the target number is a fixed number given by the impulse.
This is noted as (relevant skill) vs (target number).
On a hill nearby, Tenkswatawa the Medicine-man is eagerly calling forth a Wendigo spirit from the snowy
mountains to bring them both down. He will do a CHN vs 20 check (Channeling vs target number 20) to determine
the success or failure of his ritual, rolling a d20 and adding his Channeling skill.
ARMY BUILDING: WE FEW, WE BRAVE FEW
FORCE LIST BUILDING:
First thing you need to do to play is to build an army force to face your opponent. To make it fair game both of you
will be using the same amount of Force Points. Force points are an abstract measurement of the inherent prowess of
a force: stronger warriors, powerful individuals or expensive technologies are worth more points.
You can play any number of points you like, but we recommend 300-600 pts. ACW: 1861 is intended to be played at
a skirmish level at 500 pts, but you can have some smaller games to get hold of the rules. You must add the cost of
every model you’re fielding and that total can't exceed the agreed army points between the players. This collection
of models will be called Force List. The point tier you play will determine the amount and strength of the models
you will field, but also your Tactical Impulse Pool (check Tactical Impulse Pool section for more info). Models in the
same Force List are considered Friendly models, while any enemies on an opponent's Force List are Foe models.
There are other restrictions you must follow: Rank Coherency & Unique Personality. Each model has an associated
rank: Officer, Sub-officer, Regular or Irregular. Officer and Sub-officer represent the higher echelons on the army, often
related to rank but not always. It represents the personal leadership, influence and responsibility in command, not
strictly a chain of command in an organization. Officer is superior to Sub-officer, of course. You must include one and
only one Officer and up to one Sub-officer in your army. In the future, this limit will increase for larger games. Also,
not every soldier is an anonymous Johnny or Billy, some are renowned personalities and they deserve a unique
profile and representation. Those models are called Characters and only one can be present in your Force list (i.e. you
can only have one Stonewall Jackson in your army). Note that your opponent can field another copy of this same
model: these are dark times and nothing is as it seems! Many impostors may rise and weird dreams come true. The
Character condition is stated in the model's card.
The Officer in your force list is considered to be the Force Leader. If it is removed from the game and there's a Subofficer present, it will be considered as the Force Leader.
FORCES:
Different factions collide over the battlefields of North America in a worldwide clash amongst many countries and
peoples. We have 8 different forces planned but our first release will only include some of them. More factions will
be joining the conflict as we do more releases and the story unfolds.
When you make a force list it will belong to one of these forces. Each faction has a unique flavor in their armies,
technologies and magicks, along with different strengths and weaknesses. This will be reflected in the models each
army can field, but also in special rules for the force, but also comes reflected in the Force Military Quality (Force
MQ).
Force MQ is a measurement of the reconnaissance and military intelligence of the force that allows them to choose
their favored ground for the battle, as well as their skill to deploy quickly and effectively. It also represents the
eagerness of the soldiers to enter action and their disposition to execute commands. This will be used to determine
the deployment order and which player initiates the action on the battlefield.
United States. The Union, the Federal Army, the North, the Yankees. Whatever you call them, the Union is firm in
their purpose of quickly resolve the rebellion that threatens her unity and focus in fighting back the wild, unnatural
menaces that have arisen all over the continent and siege her most valuable asset: her people. Hector Stockburn
leads the Department of War's ultra-secret War Science Bureau, where he develops fringe technologies based on
electricity and electromagnetism, creating deadly weaponry. The Union excels in its superior equipment and has the
support of the Freemasonry Brotherhood, which brings hermetic practices and even better weapons into the
battlefield. Force MQ +2.
Confederates States of America. The Confederacy, the Rebels, the South, the Dixie... They have a variety of
nicknames, too. The Confederates won't allow the Federal government to impose their laws in their country by the
force. Their borders are under grave danger from many forces too, but they won’t allow anyone to conquer their
most beloved land, especially the North. Doctor Atticus J. Weintraub provides the South with his bold inventions,
giving the Confederates a much needed military boost. The South excels in the number of proven soldiers, veterans
hardened in the recent wars, and as the conflict advances it will be gathering an eclectic array of resources to make
up for its smaller numbers and lacking industry. Force MQ +3.
Spain. From her stronghold in La Florida, the Spanish Crown reclaims their old possession of Louisiana and the
Caribbean Gulf. Spain doesn’t count with a large number or troops or armament so advanced as the North and
South, but the forces garrisoned at La Florida prove their zeal and resolve in combat. From Old Spain come ships
wrapped in mystery, with reports of weird lights and unnatural growls and screams landing before them. Spain
holds control the legendary Fountain of Youth, whose magical waters heal, rejuvenate and alter the very nature of
those who drink them. The Spanish territorial claims are supported by the dreaded Holy Office of the Inquisition,
which is rumored to use even their greatest evils against their enemies. Force MQ +2.
North American Natives. Although they don't openly support their cause, many bands of warriors from the Five
Civilized Tribes have joined their brother from the Confederacy of Natives in their skirmishes against the white
man. North American Natives are famed warriors even beyond the shores of the continent, for their great bravery
and cunning are famous abroad. Those who follow the Old Ways, skillfully bear the traditional weapons of their
people, hold an especially high place of reverence and respect among fighters from regions all around the world.
Long divided and frequently engaged in intertribal conflicts, Native Americans have largely united in two grand
alliances: the Confederacy of Natives in the North and the Civilized Tribes in the South. The Great Spirit has blessed
the tribes which have taken the Old Ways so the very beasts of the lands walk the Warpath with them. Powerful
ancestors and immaterial spirits capable of endowing wood and stone with life accompany their people in battle,
making up for their inferior numbers and armament. Force MQ +3.
MODEL PROFILE: MODEL CARD
Model profiles will come on individual cards for easier reference. Profile consists of four parts: a Tags section, a Skill
line, a Weaponry profile and a section of Special Impulses and Rules (and a nice artwork, of course).
The Tags will be used to build and organize the army you will use to play, incorporating things such as nationality,
which army do they belong to, military rank, or if they are of mundane or supernatural origin. When a Special Rule
requires a specific model or type, check both the model's name and tags for that particular reference, such as
“Regular” or “Old Ways Brave”. Every model is considered Living unless any of its tags states otherwise. This
aspect of the rules will be more deep and detailed in later phases as the game develops. Be prepared for new twists
and intriguing options.
The Skill line shows the numeric value of the model’s abilities. These skills indicate several different aspects of the
model and will be used as a measurement of the success of the impulses the model takes while others are static
target numbers used as difficulty for others' impulses affecting the model. The Skill line will look as follows:
Personal Impulses Pool (PIP): The number of impulses the model possesses to spend performing actions, as Impulses
or Reactions.
Movement (MOV): The distance (in inches) the model travels when it takes a movement impulse. This value might
be modified by the impulse itself or other circumstances, such as cross-country terrain.
Close Combat (CC): The model's skill in hand-to-hand combat and use of melee weapons. This skill will usually be
assessed against Defense to test if the attack hits its target.
Ranged Combat (RC): The model's skill to hit properly with ranged weapons. This skill will usually be assessed
against Defense to test if the attack hits its target.
Channeling (CHN): The model's magical skill, used both as an offensive value for magical attacks and as nonoffensive value for the execution of rituals and spells.
Defense (DEF): The measurement of the model's ability to dodge incoming physical attacks, given by its natural
speed of movement and reflexes, its size and other factors, such as being especially nimble dodging or capable of
deflecting supernaturally attacks.
Will (WIL): The model's magical and mental resistance composed of arcane warding, sheer willpower and no small
amount of stubbornness. While Defense is used to evade physical attacks, Will is used to evade mental or spiritual
attacks.
Resilience (RES): How resistant the model is to injury based on his natural toughness and any armor or protective
enchantments it wears. This will be used to determine if a successful attack manages to hurt its target. The attacks'
damage will be assessed against this skill to see if it causes damage to its target.
Command (COM): Measurement of the model's experience on the battlefield, its capacity to follow and issue orders,
its courage in combat and fighting spirit in general. Will be used to perform special impulses, to measure how far
can it give orders and unify troops and to check if it holds its ground when facing fear.
Health (H): How many injuries the model may sustain before going KO. This will be 1 in most cases, but some great
heroes or dire monsters will have more. When a model's Health is reduced to 0 due to received wounds it is
removed from the game.
Military Quality (MQ): Used only by leaders, determines their tactical knowledge, strategic instinct and leadership,
and will be used to determine initiative in battle and order of deployment.
The Weaponry profile will have whatever weapons or attacks the model can use and their numerical values, much
like the stat line. Weapons and attacks have their own section in the rule-set, where this is explained in depth.
Impulses are the actions a model can take. Everyone can choose from the Basic Impulses list, such as Move or Fire, but
some models will be able to take Special Impulses, which will be noted here. Special rules are not impulses, but
personal traits that allow the model options not available to everyone, such as being fearless or flying.
GAME SET-UP: THE MINIATURE BATTLEFIELD
After you and your opponent have your army lists ready (see Army Building section) you can set up your gaming
board. ACW is designed for play on a 48”x48” table.
Randomly place 5-8 scenery elements such as buildings, trees or rock crops up to 8”x8” in size. We recommend that
you figuratively divide the board into 10 sections and roll a d20 to place each element: a roll of 1-2 for the first
section, 3-4 for the second etc; but you can use whatever method you prefer. If you're using smaller elements place a
higher number and smaller number for larger elements. You can customize this to your personal taste adding or
removing elements - these numbers are our recommendation. Certain models have rules that will be used in this
moment, after the random deployment, to modify this set-up displacing, adding or removing elements.
After setting the terrain on the board you must designate each Player Side of the board. For this, you and your
opponent will make a Deployment test (a player-made roll): both of you will roll 1d20 + Force MQ + Force Leader's
MQ. Whoever rolls highest chooses which half of the board will be his (24” from one of the four edges) OR which
player deploys his army first (the player deploying second will have the advantage using skills that redeploy
models). The opposing player takes the opposite half for most scenarios. Roll again in case of a tie. After the sides
are set each player places one extra terrain element that grants Cover on his Deploy Zone as they see fit.
When all of this is ready the selected player places a model of his choice from his army up to 6” from his board edge
- this 6” wide zone in the board edge is called Deploy Zone. Then, his opponent will place a model on his own in his
Deploy Zone - 6” along the opposite edge. Then the first player will place a second model, the second player a second
model, the first player a third model, and so on. If a player can't place a model because he has placed them all, just
skip him. Some models will have rules to be deployed in a different ways: place them according their own rules.
When both sides have such rules, resolve them in the same order as deployment.
GAME STRUCTURE: ORDER IN THE CHAOS
With army lists ready, the battleground set and the forces deployed, you can start playing. Players alternate
activating one model at a time with lots of interruptions to make the system even more dynamic. We aim for a
thrilling and vertiginous game play that keeps all the players on the edge at every moment. The activation of each
individual model is called Model Turn, while the activation of the whole of them through both players is called
Player Round.
PLAYER ROUND:
1.- Maintenance phase: Set any activated model as available. You can mark if a model has activated by
tapping his character card 90º: untap all cards in this phase. Every model replenishes his PIP (replenish any tokens
you are using).
2.- Initiative phase: Determines which player will take the first turn. Both players will do an Initiative test
(this is a player-made roll) rolling one d20 + Force MQ + Leader MQ. Whoever gets the higher total chooses which
player makes the first model turn.
3.- Activation phase: The selected player will activate a model of his choice in his force and go though its
Model Turn.
4.- His opponent will do the same returning to phase 3. Both players keep alternating Model's Turns until
one of them is out of available models. His opponent finishes activating any remaining model until he is out of them
too.
5.- Player Round ends. Go back to phase 1 again.
MODEL TURN:
When a model activates, go through the following steps:
1.- Check any effect or situation that triggers on the beginning of the turn.
2.- As controlling player, spend PIP to take impulses and resolve them until you decide you've done all you
want. Reserve any remaining impulses to take reactions later. Model's turn will be over: mark it as activated (tap its
card 90º degrees). Note: Some Special Rules may grant additional Personal Impulses to be spend immediately –
these are ineligible for reserve or delayed use.
3.- Check any effect or situation that triggers at the end of the turn.
IMPULSES AND REACTIONS: PERSONAL IMPULSES POOL
Personal Impulses (PI) are the measurement of how many things a model can do during its Model Turn. Each impulse
has a cost associated and the active model will consume impulses from his Personal Impulses Pool (PIP) as it acts. This
pool represents the skill, physical condition and general prowess of the soldier/creature and will be 2 in most cases although exceptionally powerful, strong or quick individuals might have more. You can use tokens to keep track of
a model's Personal Impulses, placing them on the model's card or next to the miniature.
There is a list of Basic Impulses that anyone can take and other Special Impulses, restricted to some model and
indicated on their card.
The acting model doesn’t need to spend all its Personal Impulses - it can end its Model Turn with any number of
Personal Impulses remaining. If the model has already activated and has Personal Impulses remaining, it can spend
them to take reactions during any situation out of its turn the reaction is eligible (i.e.: it can take a shooting reaction
whenever it sees a foe model, and so on). Once again, there is a Basic Reactions list open to everyone and a Special
Reactions list restricted to a few. You can't React to a Reaction.
IMPULSE LISTS:
Basic impulses and reactions are available to everyone. Special impulses and reactions can only be made by certain
models and are indicated in the Model Profile. For a model to make any of those, it must spend the number of
Personal Impulses indicated in brackets. A Repeatable impulse (R) can be done several times a turn (as long as you can
spend the required Personal Impulses), while a Non-Repeatable impulse (NR) can be only taken once per Model Turn.
BASIC IMPULSES:

Move [1]: R. The model may travel up to his MOV in inches - including 0” - and face any direction at the
end of this movement. This movement can be in any direction and going backwards and/or a nonstraight line is acceptable. A model can’t go through another model’s base unless some rule allows it.
Also, a model can't change facing without making a Move impulse. A model Prone will only Move 1”. A
model Knocked can’t Move. If you're engaged by a foe model close combat you cannot move out of its
range. If the model is engaging but not engaged it can move freely.

Attack [1]: R. This impulse is used for attacking with any type of weapon, whether it be firing a musket
at range or hacking in melee with a tomahawk. With a single Attack impulse the model can attack with
one 2-handed weapon OR with two Single-handed weapons, and additionally with one Non-handed
weapon. It is not compulsory to use every weapon possible with the Attack impulse (i.e.: if you have
two Single-handed weapons, you can use only one of them on the attack). These attacks can be made
against different targets. Any weapon used in the attack impulse is activated, thus triggering any special
rules it may have (such as Slow-loading). You can't make a Ranged Attack the same turn you make a
Close Combat Attack and viceversa.

Reload [1]: R. Many weapons in this era are single-shot. With this impulse, the model unmarks one
Unloaded box from one of its weapons that had it checked. If none of its weapons is Unloaded, this
impulse does nothing. You can take account of the Unloaded condition with a token instead of checking
the card's box, for easier tracking.

Aim [1]: NR. The model will receive a +2 bonus on his next attack and damage, be it Ranged or Melee. If
the model's next impulse is not an Attack impulse this bonus will be lost. Notice this affects the next
Attack impulse, done the same Model Turn or outside it.

Charge! [2]: NR. The model can rush 1.5 times its MOV in the shortest straight line towards a target foe
model and perform an Attack impulse after the movement. Any attack made using a Ranged weapon
after this movement will incur in a -4 penalty to the attack test and can be made against any foe model
even if engaged - as an exception to the rule, as it is assumed the model fires as he runs. Close Combat
attacks can be made only against the charged model. A Prone or Knocked model can't Charge!

Crawl [1]: R. The model goes to the ground, gaining the Prone condition. This impulse can be taken if the
model is standing up or Knocked, but if it was already Prone, this impulse will have no effect.

Disengage [2]: R. Resolve one Close Combat attack test with a weapon of the acting model's choice against
each foe model engaging it, who responds with one Close Combat attack of theirs. Should any foe Close
Combat attack test be successful and higher than the acting model's total, resolve the corresponding
damage test. After resolving any foe damage tests, the acting model may travel up to his MOV in inches
(including 0”) and face any direction at the end of this movement. This movement can be in any
direction (going backwards is acceptable) and it doesn't need to be in a straight line. A model can’t go
through another model’s base unless some rule allows it. Also, a model can't change facing without
making a Move impulse. A model Prone will only Disengage 1”. A model Knocked can't Disengage.
In other words: resolve a Close Combat attack between the acting model and any foe models engaging it. Any
model successfully rolling higher than the Disengaging model will resolve a damage test. After all the damage tests
have been resolved, make the Disengage movement.

Stand up [1]: R. If the model is Knocked or Prone it will stand up, removing any of those conditions. If the
model is already on its feet, having none of those conditions, this impulse will have no effect.

Take position [2]: R. The model may displace up to his MOV in inches - including 0” - and face any
direction at the end of this movement. If this movement begins and ends in a position that grants a
Cover bonus, the model will retain the initial Cover bonus on every part of this movement.
BASIC REACTIONS:

Hit the Ground! [1]: R. If the model is subject to an AoE attack, such as an Explosive weapon it can drop to
the ground to gain the Prone condition immediately – subsequently modifying the triggering attack. A
model already Prone or Knocked can't take this reaction.

Opportunity Shot [2]: NR. If a foe moves in or within LoS of the reacting model, it can take an Attack
impulse and the target will additionally be subject to a Pinning check. This attack can be made at any
point of the triggering model's movement: interrupt this movement while resolving this attack and
resume it afterward - if the model is still around.
Some Special impulses and reactions may require the spending of Tactical Impulses in addition to any Personal
Impulses, representing the extra difficulty or coordination required. This will be represented by the bold value in
parenthesis.
Note: Ok... Special impulses and reactions lists will keep growing as we release more and more models. Although we are going
to keep them quick and simple, and this is only a reference guide, it can potentially grow a lot. Since we will distribute for free
any updates on the rule-set, there won't be a risk of “getting left behind”, It could, however, become an issue for those who like
to have their rulebooks printed. We are aware of this matter and we will address it to our best - these lists will become a separate
document from the Rulebook, so you can download the newest versions and print them at any time.
SPECIAL IMPULSES:

Fly {X”}[1]. NR. The model moves up X” to a valid space ignoring Cross-country terrain, Height Values
and other models' bases during this movement.

Leap {X, H} [1]: NR. The model moves up his MOV to a valid space ignoring Cross-country terrain and
other models' bases during this movement. The model can't jump over terrain elements with a Height
Value higher than X. Halve the model’s MOV if the Leap destination is in a higher Height value (lower or
equal than X) than the starting point.

Magnetic Field [1]: NR. Until this model takes another impulse, any Ranged attack tests against this
model receives a -4 penalty. Additionally, any Ranged attack tests against Friendly models within 3”
receives a -2 penalty.

Makeshift Breastwork [1]. R. The model marks the Makeshift breastwork box in its card. While this box is
marked, the model has the benefit of Light Cover. If the model makes a Move impulse, unmark the box.
You can use a token to track this condition.

Reform [1]. NR. Remove the Faded condition from the model.

Roar {X”, vs Y} [1]: Non-Outwordly foe models within X” must succeed a COM vs Y check or be Pinned.

Shot & Charge [2]. NR. Perform an Attack impulse with a Ranged weapon and then the model can rush
1.5 times its MOV in the shortest straight line towards a target foe and if engaged with if after this
movement, it can take an Attack impulse with a Close Combat weapon against it. This is a Charge!
impulse for effects that modify it. A Prone or Knocked model can't Charge!

Snatch [1]: This impulse can only be used against smaller base models. Make a Close Combat attack test. If
it's successful, the target model is Snatched but suffers no damage test. A Snatched model is
immediately moved in base-to-base contact with the Snatching model and can't Move or be moved from
this base-to-base contact except by the Disengage impulse. If the Snatching model Moves, after the
movement is complete place the Snatched model in base-to-base contact anywhere within its FoV.
Neither Snatched or Snatching models can make attacks except for Close Combat attacks against each
other. If the Snatching model takes a Snatch impulse against another foe the previous will no be longer
Snatched.

Spellcasting [1]: R. The model channels its arcane powers to conjure a Spell or Attack Spell. Each time a
model takes this impulse, it can use one (and only one) of its Spells OR Attack Spells. Spells usually will
be supportive or affect the environment, while Attack Spells will be offensive and used against the foe.
To be successful they may need a CHA roll, which will be indicated in the standard way – CHA vs
(target number) for checks and CHA vs (target skill) for tests.

Sweep [1]: Choose one of this model's Close Combat weapons. Make one Close Combat attack with this
weapon against any model (including friendly) within the weapon's maximum range. Smaller base
models can't retaliate against this impulse, even if it's a Close Combat attack.

Swoop {X”}[2]: NR. The model moves up X” to a valid space ignoring Cross-country terrain, Height Values
and other models' bases during this movement. At any point of this Move, the model can make one
Attack with one of its weapons (using the usual ranged or close combat rules).

Trample {DAMX} [2]: NR. The model can rush 1.5 times its MOV in the shortest straight line towards a foe
and topples it with its momentum. If the foe model has an equal or smaller base than the Trampling
model and is contacted base-to-base with this movement, it is Knocked and receives a DAM X damage
test. This is a Charge! impulse for effects that modify it. A Prone or Knocked model can't Charge!

Trust to the Bayonet [2]. NR. The model can rush 1.5 times its MOV in the shortest straight line towards a
target foe and, after the movement, perform an Attack impulse with a Ranged weapon targeting any foe
model even if attacking model is engaged. This Ranged attack incurs in a -4 penalty to the attack test.
After this Attack, if engaged with the charged foe it can also make an Attack impulse with a Close
Combat weapon against it. This is a Charge! impulse for effects that modify it. A Prone or Knocked model
can't Charge!
Note: Trust to the Bayonet is an exception to both “can't combine ranged with close combat in the same Attack”
and “can't shoot if engaged” rules, as it is assumed the models fires as he closes for the kill.

Volley Fire [1](1). R. Select any number of friendly models within 5” that possess this special impulse.
Each of these models must have the target of the attack in the same range step of at least one of its
Ranged weapons (Short, Efficient or Extreme) and LoS to it. These models will spend [1] Personal Impulse to
assist the active model in this attack. The active model will make an Attack impulse with a +2 to its
attack test per every assisting model. Additionally, the target will be subject to a Pinning check. Any
weapon used to attack or assist is Unloaded (if Slow-loading).
SPECIAL REACTIONS:

Countercharge [2]. NR. If the model is subject to a charge, it can take a Charge! impulse in response. Both
charging models will make their movements up to 1.5 times their MOV meeting halfway if this distance
is sufficient. Both will take their Attack impulses simultaneously - resolve one attack each time
remembering the wounds and effects resulting for each model and apply them afterwards. These attacks
are subject to the usual Charge! Attacks rules. This is a Charge! impulse for effects that modify it. A
Prone or Knocked model can't Charge!

Evasion [1](1). NR. When the model is targeted by a Charge! impulse, after the Foe model has made its
movement the reacting model can move up to half his MOV away (i.e.: not getting closer to any enemy
model), even if it was engaged.
COMMANDER'S OPTIONS: TACTICAL IMPULSE POOL
Complementary to the PIP, the Tactical Impulses Pool (TIP) belongs to the army rather than an individual and can be
spent by any of the player's models. This pool won't replenish during the game, forcing the decision of using them
soon for a quick rush or saving them for some unforeseeable life-or-death moment. You can use tokens of a different
color than the PIP for this pool, having them on your side of the table, in a small cup or even specially designed
terrain element as some players like to do.
TIP is formed up by a number of Tactical Impulses (or TI) be given by the points tier you're playing at, as follows:
Army Points
TIP
200 or less
4
201-300
6
301-400
8
401-500
10
Some models can also grant extra Tactical Impulses. If these models are removed from the game, you do not lose
this granted bonus.
TIP can be spent in several ways. Remember that once spent Tactical Impulses are gone for all the game. Use them
wisely!

Allow a model to take Special Impulses that have a Tactical Impulse cost. You pay this cost when the
model takes the impulse in the same way it pays the Personal Impulse cost. If you don’t have the Tactical
Impulses to pay for the impulse, you can't take it.

Grant a +2 bonus to one die a model rolls. You must declare this and spend the TIP before the roll is
done. This bonus can only be applied to dice rolled with models; you can't use this for a roll you make
as a player (such as an Initiative test). Note this bonus is for one die: when you roll more than one die at
a time (such as when attacking) you can only apply this bonus to one of them. You can't stack this bonus
with itself (i.e.: you can only use one Tactical Impulse on one die in this manner). However, you can
spend multiple Tactical Impulses to boost different dice.

Re-roll one die a model has just rolled. You must declare this and spend the TIP just after the roll is
done. This bonus can only be applied to dice rolled with models; you can't use this for a roll you make
as a player (such as an Initiative test). Note this bonus is for one die: when you roll more than one a roll
(such as when attacking) you can only gain the bonus to one of them. You can't stack this bonus with
itself (i.e.: you can only use one Tactical Impulse to re-roll one die once), however, you can spend
multiple Tactical Impulse to boost different dice. You must keep the re-roll even if the result is worse
than the first roll.

Give a model one Personal Impulse. You can immediately turn a Tactical Impulse into a Personal Impulse
during a model's turn. A model can only receive one Personal Impulse in this way per turn, but it can go
over its maximum.

Win one Initiative roll. Before making the Initiative roll for the round, you can spend one or more
Tactical Impulses to automatically win it. Your opponent can answer by spending one or more of his own
Tactical Impulses and successively. The player who spends the most impulses this way wins the roll. In
the case of a draw in this bid, resolve by rolling as usual.
WEAPONRY & ATTACKS: TOOLS OF WAR
WEAPON PROFILE:
Weapons have a simple profile line stating their characteristics:

Weapon type: Ranged weapons are meant for combat over a relatively long distance, Close Combat
weapons for close, hand-to-hand combat and Assault weapons can perform as both. A Ranged weapon
will generate a Ranged attack and can be used only if the model has no foe models engaged or engaging
it. On the other hand, Close Combat weapons will generate Close Combat attacks and can be used only
against foe models within the weapon reach (engaged). An Assault weapon will perform both ways,
generating a Close Combat attack if used against a foe in base-to-base contact or a Ranged attack against a
foe at distance. While engaged an Assault weapon can't be used to make a Ranged attack.

Weapon name: Standard equipment is hard to find during the Civil War, consequently most regiments
and battalions can count dozens of calibers and models in their muskets and guns. We're simplifying
this by simply assigning one generic name although it can represent a wide range of weapons.

Range Steps: Weapons are more or less effective depending on how far the target is as represented by
these range intervals. A Ranged – or Assault attacking at a range – weapon will usually have 3 range
steps: Short, Efficient and Extreme. When you perform an attack with the weapon on a model over a
distance equal or less than the indicated number, the attack will be considered in that range step. Close
Combat – or Assault in close combat - weapons won't usually have range steps, although there are
exceptions like spears or whips. These weapons will have range steps but their attacks will always be
considered Close Combat attacks, even when done at a distance. These range steps will be very short, of
course, and one of them will usually be 0”, representing base-to-base contact. A model is engaging any foe
within one of its Close Combat weapons range and is engaged if it's within a foe's Close Combat weapon
range. Assault weapons have 2 different range steps sets: one for Ranged and another for Melee.
For example, a Rifled Musket has range steps of 8”/16”/72”, so an attack against a model at a distance of 8” or less
will be in the short step, between 8,1” and 16” away will be in the efficient step and any attack greater than 16,1”
up to 72” will be in the extreme range step.

Accuracy (ACC) and Damage (DAM): To represent how different weapons perform on different ranges,
each range step has two associated values separated by a slash. Left of the slash will be the Accuracy
value, which modifies the attack test. Right of the slash will be the Damage value, which will be used to
determine if a successful attack manages to hurt its target. Close Combat weapons usually will have only
one of these ACC/DAM entries, as they don't have range steps. A weapon with a DAM of “-” will never
make damage tests, although it could have other effects.
On the Rifled Musket example, this will look like:
RIFLED MUSKET
8”
16”
72”
+2/14
+0/12
-4/10
A shot on the short range step will have a +2 modifier to its attack and will test a Damage of 14 against the
target's Resilience. On the efficient range a shot will have no modifier and a Damage of 12 and while attacking at
extreme range it will grant a -4 penalty and do a Damage of 10.
A knife will look like:
Bowie Knife (Melee, 1-handed)
+0/10
While a spear will be:
LONG SPEAR

0”
2”
-2/14
+0/14
Special rules: Some weapons might have special rules. Some of them, being the most common, will be
explained here to save space on the model card:
Weaponry Special Rules:

Slow-loading: Although the technology is quickly replacing these, many firearms still used are Muzzleloaded. After firing, these cumbersome weapons must be reloaded feeding gunpowder and bullet into the
barrel, and primed to be ready to fire again. There will be other slow-loading weapons that will use the
same rule, even if the mechanical explanation is different. Weapons with this rule will have a number of
Unloaded boxes to be checked once they fire – generally one. While any of these boxes is checked, attacks
with these weapons are not possible (you are free to use any other weapons the model has). You can
unmark one box using a Reload impulse. If you're using tokens to mark the Unloaded condition, simply put
one per each box next to the model and remove one with each Reload impulse.

Type of Attack: The weapon or attack has several ways of causing havoc. When you make an Attack impulse,
you must choose one of the options given.

Remains in Play: The attack lingers causing some after effect. Templates of attacks with this Special Rule will
remain on the game board causing some effect, stated in the weapon or attack, until the next Maintenance
phase.

Explosive {X”}: some ammunition will explode upon impact, releasing a blast of destruction around the point
of impact. This Area of Effect will be represented by 4”, 5” and 6” diameter templates, from now on X” AoE.
Determine the hit normally. If the attack successfully hits its target, center the AoE over it. If it misses,
determine Deviation and center the AoE on that point. Any models under the AoE (both enemy and
friendly) will be hit with no further attack test needed and subject to the damage test.
Use the AoE center to determine where the attack comes from instead of the attacking model, so an AoE
landing on the opposite side of protective cover from a model will likely ignore it.

Spray: Some attacks or weapons produce a 10” long and 4” diameter tear-shaped AoE that we will call Spray.
These attacks don’t have range steps. When you use such a weapon, place the Spray template with its
narrow end touching the attacking model's FoV and the other end over any models you want to attack. Any
models under the Spray (both enemy and friendly) will be subject to the attack. Sprays do not deviate, even
if they miss their target.

Barrage: Often created by attacks or weapons that generate a large number of shots or impacts over an area,
like a Gatling carpeting bullets over a zone. This is a rectangular 4”x6” template that will be placed
differently depending in the weapon generating it. This template has two Points of Origin (PoO) marked on
the template, which will be used for placement. Any models under the Barrage (both enemy and friendly)
will be subject to the attack. Barrages do not deviate, even if they miss their target.
DEVIATION:
AoE attacks are dangerous even if they miss the target, as the explosive blast can land anywhere and damage
unintended models. To resolve deviations we will roll a d20 (this is a player-made roll).
D20 dice faces are triangular. When you read the numbers, two of the corners form the base and the third one
hovers over it, forming an triangle/arrow shape. This arrow will point the deviation direction. For the deviation
distance we will take half the rightmost digit (the units) of this roll. 10 and 20 means 5”. Remember half an inch is a
valid measure. An AoE can deviate half the distance from the attacker to the target as maximum. We recommend
you roll this dice close to the action to make it easier to carry over the direction.
For example, a deviation roll like this would indicate
4” towards the direction marked by the arrow.
Clarifying: the numeral 0 represents the number 10. Thus, dividing the ones place unit for both 10 and 20 results in a deviation
of 5”.
ATTACK SPELLS: WHEN MAGIC HURTS
Attack spells work as any other weapon and are used taking the Spellcasting impulse. They are always considered
Magical and can be used even while engaged, you can cast a model's offensive magic equally well against a model
in close combat or at range. Although they always use CHA as offensive skill, due to their different natures they can
target DEF – for physical portents such as a flaming bolt – or WILL – in the case or more metaphysical powers such
as mind-control. This will be stated in the spell's stats line.
Attack spells may be categorized as Close Combat, Ranged or uncategorized, reflecting their nature and
manifestations. This is reflected in the attack spell stat line and usual modifiers for these attacks apply. Spells don't
use a hand number - you can only cast one per Spellcasting impulse.
As example, let's see a magical bolt:
Flaming Bolt (Ranged, CHA vs DEF)
10”
24”
36”
+2/14
+0/12
-2/10
As any weapon, it has its ACC/DAM values depending on the range step. As it is a Ranged attack spell, it will be
affected by modifiers such as Elevation or Magnetic field. A different attack spell that doesn't rely on the flight
of a projectile or with unusual properties, such as the Raging Storm presented below, won't be affected by those
bonuses or penalties to Ranged attacks, as it is uncategorized, but could be affected by other specifics modifiers.
Raging Storm (CHA vs DEF)
72”
-4/14
COMBAT: THE ANCIENT ART
Most of the game will consist of people trying to kill each other - this would be why it's called a wargame. Attacks
will be generated by the Attack (or equivalent) impulse. For a foe to be a valid target of an attack, the attacking
model must have LoS. As described before, a model has LoS to another if you can draw from the FoV of the former
to any part of the target's base a line uninterrupted by impassable scenery element or a foe base of equal or larger
size than the target model. You can't make a Ranged Attack the same turn you make a Close Combat Attack and
vicecersa. You can't attack friendly models (not even Charge! them, as you wouldn't be able to attack after the
movement).
To execute an attack, roll two different colored d20: one designated the attack test die and the other one designated
as the damage test die (player rolling chooses, but make it clear to your opponents). Ranged and Close Combat attacks
will be resolved with their own rules. Damage has its own section below, too.
RANGED COMBAT:
Ranged attacks are determined by a RC vs DEF test, so if the attack die roll + attacking model's RC + any modifiers
manages to equal or surpass the target model's DEF, the attack will connect and you will need to test damage.
Friendly Fire: A model can't target with a ranged attack a foe model engaged with a friendly model on an equal or
larger base.
Johnny the Reb once again meets his old friend Billy the Blue. This time Johnny wants to end it, so bellowing a
mighty Rebel yell, charges the Yank. Billy is aware of the Dixie's ill intentions and fires a preemptive bullet. Billy's
RC is 8 and his rifled musket is in short range, so he gets a +2. He rolls two dice: one white (attack) and one
red(damage). The white (attack) totals 20 [RC {8} + Short {+2} + Roll {10}], falling just under Johnny's DEF 21. Had
he rolled just one point higher (21) he would have hit the Reb. As he has missed, the red damage die is ignored.
CLOSE COMBAT:
Close combat is a dangerous and heart-stopping endeavor where any of the fighters can find themselves struck
down in the blink of an eye. Success will be calculated by a CC vs DEF test, adding die roll + model's CC +
modifiers as usual. The model attacked by the acting model will retaliate with one of his Close Combat or Assault
weapons, at his controller's choice. The retaliating model can only make one response with each Close Combat
Attacks it possesses against the same attacking model.
Both the attacking and the attacked models roll their dice simultaneously. Check which attack roll is higher (die roll
+ model's CC + modifiers) and resolve it first, determining if the result is high enough to hit the other model's DEF
and testing the damage if it is. If the other model has survived this, use the same sequence to hit the first model and
test the damage if applicable.
Billy desperately tries to club Johnny with the stock of his musket as the Dixie closes in for the kill, bayonet at the
ready. Billy's CC is 7 while Johnny's, being a bold southerner, is 8. They both roll their dice: white for attack and
red for damage. Billy gets a 18 and a 6, and Johnny gets an 14 and a 12. Taking account only of their attack tests,
Billy got a 25 and Johnny a 22. As Billy's total s higher, his attack will be resolved first. A 25 is enough to hit
Johnny's DEF 21, so we need to test for damage (next section). If Johnny were standing after this, we would resolve
his attack test, comparing his 22 to Billy's DEF.
CRITICAL HITS:
If an attack test results in a natural 20 (a roll of 20 in the attack dice) it becomes a Critical hit. A critical hit
automatically hits and always deals a minimum of 1 wound. If the damage test results in a higher number of
wounds, use this higher number.
BACKSTRIKES:
If an attack test comes from a model whose base is completely out of the Field of Vision of the targeted model the
attack will be considered a Backstrike. A backstrike receives a +2 bonus to the attack test and a model targeted by a
Backstrike in Close Combat can't retaliate.
NUMERICAL SUPERIORITY:
Overwhelming a foe is often an effective tactic. When attacking a foe, each friendly model after the first during the
same Player Round receives a +2 bonus beyond the preceding model.
i.e.: +2 for the second model, +4 for the third, etc...
DAMAGE:
Damage is determined by a DAM vs RES test, according to the usual formula: damage roll + attacking weapon's
DAM + any modifiers vs RES. For every 4 points of success, the target model will receive 1 wound. You can easily
calculate this subtracting the RES from the total roll and looking into the following table:
DAM-RES
Wounds
0-3
1
4-7
2
8-11
3
12-15
4
And so on.
Subtract any received wounds from the model's total H (usually 1). If the H goes to 0 or below, the model is KO and
immediately removed from the game.
The Dixie has been hit! Billy's musket has connected a solid jab into Johnny's ribs, showing the Reb a new world of
pain. If we consult Billy's card, his Close Combat weaponry consists in a DAM 12 bayonet only, being the stock a
mere dramatic resource. Referring to the previous example, Billy's roll had a damage die of 6, for a total of 18
(DAM 12 + dice roll 6), that exceeds the Grey's RES 17, so he receives one wound (18-17=1; which is 1 wound, as per
table). If Billy had rolled a 10 in his damage die, Johnny would have taken 2 wounds (22-17=5), and so on. Johnny
lies on the ground and will miss the rest of the fight, maybe much more.
COMMAND, CONTROL & FEAR: OF MICE AND MEN
Most soldiers and warriors receive their orders from their leaders in the battle. Officers and Sub-officers models
project a 16” area around them (i.e.: any model within 16” is in) called Control & Command (C&C). Regular models
gain +4 CMD while within C&C.
Saving complex morale rules for a larger, more developed ACW, we're keeping Command and Control basic in this
phase. Phychological warfare and manipulation will play important parts in later releases of the rules. All these
conditions are considered Fear. Right now, we will use only Pinning.

Pinning: Suppressed by enemy fire, the model keeps its head down and close to cover. When subject to a
Pinning effect, the model must make a COM vs 20 check or be Pinned. In his next turn, a Pinned model
can only and must make Move impulses, spending every Personal Impulse it has or receives, to move
into a position that blocks (Obstacle or Elevation) or grants Cover against the closest enemy with a Ranged
attack. While benefiting from any of these protective terrain elements preventing LoS or providing Cover
against the closest enemy with a Ranged attack, the model can act normally. Check which enemy model
is closest at the beginning of the Pinned model turn. Pinned models have a -2 penalty to any Ranged
Attack test. If the model ends his turn fulfilling this condition, it can make a CMD vs 20 check: a success
indicates the model gathers its guts and recovers from the Pinned condition. You can find more info
about terrain in the Scenery Elements section.
For example: Johnny the Reb must go for a run to get past the enemy lines. While exposed, he receives an
Opportunity Shot from Billy the Blue, who was hiding in the woods nearby. Luckily for Johnny the lead misses
him, but he is still subject to Pinning, so he must test his CMD vs 20. Having had his share of impulse, his morale
is good and his CMD 8, but the die crosses him and shows a 4. A total of 8+4=12 isn't enough, so Johnny is Pinned.
On his next turn, Johnny takes a Move impulse towards a nearby house, so he must use another one, which now
suffices to get him behind the house, hiding his base completely from Billy's LoS. Having fully spent his PIP, his
turn ends and, as he is properly protected, he makes another CMD vs 20 check to recover from Pinning. The die rolls
ends being a 9, which is still not enough (8+9=17) so he remains Pinned. What will the future hold for Johnny? As he
hides from Billy's LoS (his closest enemy) he can act normally. He could move somewhere else (as long as he still
fulfills the Pinned conditions) or even show a little bit and try to bring Billy down, provided he avoids any nast
new surprises and manages to stick around for another turn (As long as his base is partially obscured by the house,
he has Cover, thus fulfilling the Pinned requirements).

Fear: Overwhelmed by panic the model is unable to control its actions and tries to flee the battlefield.
When subject to a Fear effect, the model must make a CMD check based on a difficulty given by the
specific Fear rule or be Terrified. In his next turn, a Terrified model can only and must make Move
impulses (Disengaging if necessary), spending every Personal Impulse it has or receives, directly away
from the closest Fear source (any model with a Fear Special Rule or Attack). After this, the model can
make a CMD vs 20 check to recover and remove the Terrified condition. If this check fails, on its next turn
the model will repeat this process, running away in the same direction and trying to recover at the end
of its activation.
CONDITIONS: STATES OF BEING
During battle, a soldier can be hindered by with much more than physical injury. Fear effects and their conditions
have already been covered in the previous chapter; here we will cover other conditions with the potential to affect a
model.

Knocked: any attack test against a Knocked a model receives a +6 bonus. While Knocked, a model can’t
take Move impulses and receives a -2 penalty to any attack it makes. A model can’t be targeted by a
Ranged attack that crosses a Heavy cover element while Knocked adjacent to it, nor can it target across this
element.

Prone: While Prone a model receives +2 DEF against ranged attacks and +2 RES against AoE attacks
(both against Ranged AoE attacks). Any Close Combat attack test against a Prone a model receives +6
bonus and any Close Combat attack it makes suffers a -2 penalty. If a model takes a Move impulse while
Prone, its MOV will be reduced to 1” (apply modifiers afterwards). A model can’t be targeted by a
Ranged attack that crosses a Heavy cover element while Prone adjacent to it, nor can it target foe models
across this element.
TERRAIN ELEMENTS & BATTLE CONDITIONS: WAR IS HELL
Here we introduce the rules for the scenery elements, such as defensive modifiers and movement penalties. We
have additional details to present in future updates of the rules, but for now we will stick to these:
-
Cover: A cover element is one that partially hides and protects a model, making it harder to be hit. When a
model standing adjacent to a terrain element offering Cover receives a Ranged attack across this same
element, the model gains a bonus to its DEF against that attack. Against an AoE attack (such as a weapon
with Explosive) this bonus is granted additionally to its RES. Remember an AoE attack comes from the
template center, not from the attacking model, when determining if it crosses or not the element. If any part
of the targeted model’s base is in cover (any attack line crosses the element), the whole model is in cover.
Cover elements don't interfere with Move but crossing those costs 1” of the distance.
The cover bonus depends on the density, hardness and general protective value of the element. Light cover
such as tall grass, brushes or fences grants a +1 bonus. Medium cover such as gravestones, tree trunks,
wooden breastworks or walls (granted they’re large enough to hide the whole model), wagons or barrels
grants a +2 bonus. Heavy cover such as low stone/brick walls, rocks or fort palisades grants a +4 bonus. A
model can’t be targeted by a Ranged attack that crosses a Heavy cover element while Prone adjacent to it, nor
can it target across this element.
Models with bases larger than 30mm reduce this cover bonus by -2, effectively only receiving a +2 bonus
when under Heavy cover.
We recommend you use mostly these, roughly 60% of your total elements.
-
Cross-country: Any movement that crosses a Cross-country terrain will be halved (i.e.: a model would need
4” of its MOV to cross 2” of Cross-country terrain). This harsh terrain can be found in shallow waters or
marshes, underbrush or dense foliage, rocky plains or mud puddles. We recommend a few of these, around
20% of your total.
-
Protective Cross-country: Forest of various foliage density, cornfields and the like are harsh to move
through though granting some protection to those crossing it. Terrains such as these are at the same time
Cover and Cross-country elements, so a model will have its MOV halved while moving within and receive a
bonus based on the density of the element. We recommend Light Cover for light forests or cornfields or
Medium Cover for heavier woods.
-
Protective Low-Terrain: Cover elements of short height, such as railroad embankments, sandbags, piled
rocks or tree stumps require the model to actively hide behind to benefit from the protection. When a model
receives a Ranged attack that crosses a Protective Low Terrain element while Prone adjacent to it, the targeted
model receives a +2 bonus to its DEF against that attack. This bonus is cumulative with the Prone bonuses.
-
Obstacles: These terrain elements prevent (block) movement, attack and LoS. If you can establish LoS to any
part of a model’s base but not to its whole, the model will benefit from Heavy Cover against that attack. If
you can't establish any LoS without crossing the element, the attack is not possible as the model is hidden by
the Obstacle. An obstacle will hide models whose base’s diameter is equal or lower than the obstacle’s
height. If you need to check if a model is visible over a terrain element, place the model on its side near the
obstacle or use an empty base of the same diameter. High walls or large rocks exemplify this.
-
Height Values: Steep ridges, rooftops or guard towers. There are 3 Height Levels on a battlefield: 0, or
ground level; 1 and 2. Models can't climb height levels except from access points - such as stairs or ladders or using special rules. Models can switch freely between Height Levels at a cost of 2” movement at these
access points while Moving. Enemy rules can push a model outside these elements ignoring access points.
When falling this way, a model receives a damage test equal to 8 per level fallen (damage 8 from 1 to 0 or 2
to 1, damage 16 from 2 to 0). Models ignore bases when determining LoS and receive a +2 DEF bonus
against Ranged attacks from models on a lower Height value.
-
Elevation: Hills, slopes and ridges above ground level but with a gentle inclination. Downhill movement is
not hindered – this is, moving away from the center of the terrain element - while any other within an
elevation is considered Cross-Country. Elevations have always a height value of 1. This kind of terrain block
LoS across it, but models situated with their whole base upon it ignore bases when determining LoS and
receive a +2 DEF bonus against Ranged attacks from models on a lower Height value..
-
Water: Treat superficial, shallow bodies of water as Cross-country. Traversing a deeper current by
swimming is no easy task while burdened with combat gear and being exposed to enemy fire, so soldiers
usually won't risk their lives going for a swim. Bodies of water deeper than a stream can't be crossed by
conventional Move impulses, in the same way as obstacles, but they don't block LoS. Where there is water
there are often bridges. Usually bridges will be treated as open terrain, but stone handrails could provide
Cover.
We provide guidelines here but you and your opponent can (and should) agree on the nature of all the terrain
elements as well as the base size capable of finding Cover behind Impassable elements.
THE THEATRE OF WAR: ENVIROMENTAL COMBAT
War is awful, and weather often conspires to make it even worse. Be it extreme temperatures that test the endurance
of men, or a gentle drizzle that wets blackpowder leaving riflemen exposed to a furiously wielded hand weapon;
most conditions in the field present new challenges to the combatants. There are two types of conditions: Light &
Weather. They can stack among them, but most of the particular conditions of each type have limited compatibility
with its kind. Both players can agree upon the environmental conditions at the beginning of the game or make 3
random rolls for it:
1d20: 1-3 Darkness; 4-6 Low-light; 7-20 Bright.
1d20: 1 Extreme Heat; 2-3 Rain; 4-17 Clear; 18-19 Strong Winds/Storm; 20 Extreme Cold.
1d20: 1-3 Muddy/Snowy; 4-20 Nothing.
LIGHT LEVELS:
Bright: Skirmishes during daytime or under normal light conditions won't have any modifiers.
Low-light: Skirmishes during dusk or dawn, or inside large buildings with poor illumination. Any ranged attack
tests receive a -2 penalty. Remember Assault weapons used in close combat are close tests.
Darkness: Skirmishes during night or under pitch black conditions. Any ranged attack tests receive a -2 penalty and
models cannot draw LoS beyond 10”. Remember Assault weapons used in close combat are close tests.
Only one of these conditions can be present on the game.
WEATHER:
Clear: Standard fine weather, perfect battle conditions.
Rain: Light drizzle interferes with projectiles and wets blackpowder. Any ranged attack tests receive a -2 penalty.
Strong Winds or Storm: Heavy winds and/or rain lashes thought the battlefield, making ranged combat nigh
impossible. Any ranged attack tests receive a -2 penalty and can't be made further than Short range step. This
condition cannot stack with Rain.
Extreme Heat/Cold: Extreme temperatures punishes the battlefield. {Man} and {Wildling} models can't receive PI
from TI. This condition cannot stack with Rain or Strong Winds/Storm.
Muddy/Snow: Whether you're in a mire, rain puddles the ground or men's feet sink in the snow, the battlefield is
harsh to traverse. Every non-Flying model (those not taking the Fly or Swoop impulse) have its MOV reduced by 1”.
Remember, weather conditions can be stacked with light levels conditions and with themselves unless otherwise
stated.
MISSIONS: WHAT WE FIGHT FOR
You can always play just to obliterate your opponents, but ACW is designed to be played according tactical goals
and maps, called Missions. There are a few concepts that need to be explained before detailing the missions. By
understanding a few general guidelines you'll be able to get grip of the Missions quick and easy.
Scoring and Strategic Points: Missions are won by scoring 10 Strategic Points. Strategic Points measure the success of
the predetermined mission objectives and identifies the prevailing force on the battlefield.
Some models have Special Rules modifying the amount of SP scored. One player can only benefit from one of these
rules per Round and the model possessing it must be the one operating the scoring condition (or one of them).
Missions are played for a fixed number of Player Rounds If the time runs out go to the Mission tiebreaker. If any
player completely destroys the forces of all his opponents, he automatically wins.
Operating: Different missions have different ways of obtaining SP. Different objectives have different conditions to
score SP from them. Achieving these conditions successfully (thus scoring SP) is called Operating.

Scenarios: Scenarios are special zones of the gaming table determined by the Mission. For a model to
Operate a scenario its whole base must be within the Scenario area.

Flags: Flags are 30mm diameter round zones that represent the position of the flag on the battlefield. We
recommend you use empty 30mm bases to represent flags, or even make your own flags and sit them in
base for a better look! For a model to Operate a flag any part of its base must within this zone while it is
empty of any enemy model.

Objective: Objectives are special zones of the board that represents an important interactive location. Each
objective size is established in the mission. For a model to Operate an objective it must discard 1 PI while
within the zone.
Types: Missions are categorized by types, which will be used to organize them and to apply different Special Rules.
Body Count
Type: Assassination
While securing a strategic position, opposing scouts meet and take the chance to thin their enemies' forces.
Mark or place a 6x6” square scenario in the center of the table (24” from each table side to the center of the scenario).
At the end of each Player Round, any player with models operating the scenario scores 1 SP. Each player scores 1 SP
for each small base enemy models he destroys. Larger base models are worth 2 SP.
1st Tiebreaker: If none of the players have achieved 10 SP by the end of Player Round 8, the player with the most
SP earned by the body count is the winner.
2nd Tiebreaker: The player with the most SP is the winner.
Head Hunt
Type: Assassination
Take the head, and the body will follow. Removing key individuals often leads to greater victories. Time is always an extra
opponent to fight in these operations.
Each player scores by destroying enemy models. Models are worth 1 SP for each 50 or fraction army points value, +1
if they are Character, and +1 if they are Officer or Sub-Officer. A player that has not killed any enemy model at the end
of a Player Round, loses 2 SP.
1st Tiebreaker: If none of the players have achieved 10 SP by the end of Player Round 8, the player with the most
SP is the winner.
2nd Tiebreaker: The player with the most models destroyed is the winner.
Capture the Flag
Type: Capture
Iconic symbols of glory and majesty. Waving flags often rush men to victory; but when they lie in the ground, covered in mud
and blood, a major defeat often follows.
Place 1 flag on the right side of each player, 20” away from their deploy border and 12” from the right border. Each
flags belongs to the one of the players: flag at the right of player 1 will be his flag, flag at the right of player 2 will be
his'. At the end of each Player Round, any player with models operating in his flag scores 2 SP. Players operating the
enemy flag scores 4 SP.
1st Tiebreaker: If none of the players have achieved 10 SP by the end of Player Round 8, the player with the most
SP is the winner.
2nd Tiebreaker: The player with the most models operating the flags is the winner.
King of the Hill
Type: Capture
Hills are major vantage points that often lead to tactical superiority in the battle ahead. Early scouts must secure these
positions for their armies to take.
Mark or place a 10” diameter scenario in the center of the table (24” from each table side to the center of the
scenario). This scenario is considered an Elevation element. At the end of each Player Round, any player with models
operating in the scenario scores 1 SP. If the only models operating the scenario belong to the same player, this
player scores 3 SP.
1st Tiebreaker: If none of the players have achieved 10 SP by the end of Player Round 8, the player with the most
SP is the winner.
2nd Tiebreaker: The player with the most models operating the scenario is the winner.
Railway Sabotage
Type: Sabotage
Railroads are the veins of America, feeding people and armies with both food an munitions. Many may want to cut this
nourishment from his enemies. Or simply get rid of these diseased goods polluting the land.
Randomly choose one of the players as the defender. The other player will be the attacker. Bottom 2” of the defender's
deploy will be considered the Objective. If any of the attacker's models Operate the objective, the attacking player is
the winner. If the attacker have not won by the end of Player Round 6, the defending player is the winner.
Telegraph Cut
Type: Sabotage
Information is often as important as food or weapons. Cutting your enemies' communications if key for future victories. Or
maybe defending them, so they can better fight another enemy of yours...
Randomly choose one of the players as the defender. The other will be the attacker. Place 3 30” mm diameter
objectives at 5” of the defender's bottom deploy border and 12” between each and the lateral borders . Attacker
scores 5 SP for each objective operated. Defender scores 5 SP for each objective not operated by the end of Player
Round 6. Player who achieves 10 SP at the end of Player Round 6 is the winner.