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2013 Echidna Studios Ltd 1
Playing the game
! Sir John Moore
In order to play and enjoy many a stress free
(stress caused by losing excluded!) game we !
will cover a few things about the game before Sir John Moore was a general in the British
we get onto the rules. ! army who died during the battle which has
! probably come to be regarded as his most
! famous action, the Battle of Corunna. !
What you will need to play !
! His most notable legacy was his work
! developing an innovative light infantry
training regime which produced Britains first
In order to enjoy your skirmishes, you will need
permanent light infantry regiments.!
a few things to play the game so weve
prepared a handy little checklist for you:!
!
! A humane general who was well loved by
his men.
An opponent (not completely necessary, but
we find it helps!)!
Somewhere stable to play - a table will do
nicely! And thats all you should need! Once youve
Some 6 sided dice (d6s)! read through these rules and grasped the
Some scenery to liven up the playing area! basics you should be ready to go and take to
Some infantry models! the field.!
! !
!
2013 Echidna Studios Ltd 3
The tools of war
In order to win a skirmish, you need two Cold Steel (CS) represents the soldiers skill at
things; some soldiers and some weapons! arms in melee, be it with a bayonet, a sword or
Here we will cover soldiers and weapons, both a broken bottle.!
ranged and melee. ! !
! Firearms (F) represents the soldiers skill at
! arms with ranged weapons be it with a musket,
Soldiers rifle, artillery or even bows.!
! !
Luck (L) represents the chance of the soldier
Your force in Shako and Bugle will consist of a
managing to avoid taking a wound from a shot
number of soldiers, each one being an
or blow that has hit them. !
independent unit with its own stat line and
weapons. !
!
! Brass Balls (BB) represents the courage and
bravery of the soldier.!
The number and variety at your disposal will
depend upon the points value of the game or
!
The final entry is Special. This shows any
the scenario you are playing. !
! special rules that apply to that particular
soldier. !
In Shako and Bugle every soldier has their
own stat line. There are six entries that make
!
An example of a soldiers stat line will look like
up their profile and represents their abilities on
this:! !
the tabletop.!
! !
Points (Pts) - this is the cost of purchasing the Pt CS F L BB Special
soldier when you are selecting your army. s
Generally the better the soldier the more Line infantry 5 2 3 4 3 None
points they will cost to recruit.!
! !
Weapons: Musket, bayonet!
Equipment: None!
Bayonet +1 -1 None
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2013 Echidna Studios Ltd 5
Turns and Phases
Welcome to the age of Shako and Bugle! A
time when shot and shell, bayonet and sabre, Turn Summary
cannon and horse played out the fate of an
entire continent. !
!
! I. Priority phase. Here the opposing
commanders determine who is going to act
As with all warfare, a skirmish is a fast paced
first in the turns phases. !
and chaotic affair where a lot happens in a
II. Get to it lads! phase. In this phase you can
very shot space of time. In Shako and Bugle a
manoeuvre any of your soldiers who are
phase based system is used where
capable of doing so. !
commanders take it in turns to manoeuvre and
III. Stead, aim, fire! phase. Your men are now
fight with their soldiers. !
! IV.
able to shoot, aim and reload their weapons. !
Give em the cold steel! phase. If any of
During a turn, each player takes it in turn to
your soldiers are engaged in melee this is
play out each phase; so one player will
when these fights are resolved. !
manoeuvre their soldiers and then the other
V. Steady lads, steady! phase. Under the
will, one player will shoot with his unit, and
pressure of combat, soldiers will begin to
then the other will, followed by each player
lose their resolve. This is where it is
fighting out any melees and rallying their men.
determined if your men stand and fight or
This process is then repeated until the
flee to fight another day.
skirmish is concluded. !
!
For convenience of gameplay, and to save on
many a headache, a game turn is broken
down into five phases:!
! !
I. Priority!
!
II. Get to it lads!!
III. Steady, aim, fire!!
IV. Give em the cold steel!!
V. Steady lads, steady!!
!
!
Turn, Player Phase and Phase
!
!
To prevent confusion on words that we will be
using in the rulebook we just want to clear a
couple of things up for you. !
!
Whenever a rule or a reference is made to a
Turn it is referring to the game turn. !
!
Whenever a rule or a reference is made to a
Player Phase it is referring to that players turn
in the given phase.!
! !
Finally, whenever a rule or reference is made !
to a Phase it is referring to that particular
phase.!
!
!
2013 Echidna Studios Ltd 6
Priority phase
The early bird catches the late worm. This and score 6, 1 and 3. Players who scored
seems to be the way with many things in life higher than them, a 5 or 6, will go before the
and war is certainly no exception to this!! players who rolled a 4. The players who rolled
! a 4 would go in the order of who rolled the 6,
At the start of every turn you need to establish the 3 and then 1. Then any players who
which player will act first in each phase. ! ! scored less than 4 would take their go.!
! !
In order to establish this, each player rolls a d6 !
and the highest scoring player goes first. ! Getting your soldiers into the right position at
! the right time is one of the most important
In the case of a tie roll off again until one things to do in a skirmish and can spell the
player has scored higher than the other. ! difference between victory and defeat.!
!
In skirmishes where there are more than one
player on each side with their own forces, each
player rolls a dice and the order of play is
determined in order of score, with the highest
going first, the lowest last and the rest in
between. !
!
In the case of a tie in multiplayer games, each
player that tied on the same number, rolls off
against each other. The highest scoring player
goes before the others that they tied with. For
example say three players roll 4. They roll off
Brown Bess
! !
The Brown Bess musket was the main
!
weapon issued to the British army during the
Napoleonic period. !
!
The weapons official name was The Land
Pattern Musket, but is more commonly known
by its nickname of Brown Bess. The origins of
this name is unknown, but there are many
theories about it. !
!
A muzzle loading smoothbore weapon, it
lacked accuracy over long ranges but for an
age where warfare was based upon bodies of
men firing mass volleys into other bodies of
men, this was not an issue. !
!
A trained soldier could fire 3 to 4 rounds a
!
minute which was a terrifying prospect.
!
2013 Echidna Studios Ltd 7
Get to it lads! phase
In the Get to it lads! phase each of your Zone of control
soldiers must take one of the following actions:!
! !
In Shako and Bugle every soldier has what is
Stay still!
known as a zone of control. This is the
Manoeuvre !
immediate area around the soldier which he
Run!
can reach and thereby prevent an enemy
Charge!
! soldier freely moving through. !
!
Before we go into each of these actions, there
The zone of control extends 2 from the centre
are some basic rules which cover a soldiers
of the soldiers base outwards as shown in the
movement.!
! diagram below. In game terms this means that
! a soldier may not move through an enemys
zone of control unless it is the target of a
Direction and rotation Charge move. !
!
A soldier is free to move in any direction you
chose so long as there isnt something
blocking it such as impassable terrain or an
enemy soldier. !
!
Their line of sight is considered to be 360
degrees, allowing the controlling player to
rotate the model before making an action
without suffering any penalty for doing so. !
!
! A soldier loses its zone of control if it is
engaged in close combat. !
!
of successes is the winner! !
In the diagram above there is a number of
5. Opponent makes Luck roll! soldiers engaged in close combat, however, as
! you can see, it is then broken down into four
6. Loser is forced back! combats; three of one versus one and one of
! two versus one. !
7. Repeat for the next combat until all
combats are completed!
!
!
!
!
In the case of one soldier fighting more than
one enemy there some additional special rules
that apply. See Multiple combats.!
2013 Echidna Studios Ltd 14
Give em the cold steel! !
! The number of successes rolled by the victor
has an effect upon the Luck roll, essentially the
In order to fight a close combat, each model
more successes that the victor won by, the
engaged rolls a number of dice equal to their
better they fought in the close combat. !
Cold Steel stat after applying any modifiers for
weapons and multiple combats. !
!
! To determine the Luck Penalty that applies,
take the number of successes rolled by the
The victor in close combat is the soldier or side
victor and deduct the number of successes
which scores the most successes. If the
scored by loser, this represents how well they
number of successes is equal then the combat
fought back even though they were beaten in
is a draw and ends there for the turn. !
! the end, and compare the final number to the !
following table:!
If one side has managed to beat the other then
the loser needs to make a Luck roll. !
!
! No. of successes LP for !
Luck roll combat won by loser
! 1 -1
As with shooting, the Luck roll determines the
2 -2
effect of the blow upon the soldier who lost the
combat, and even if the blow actually 3 -3
managed to hit them!!
! 4 -4
Your opponent rolls a number of dice equal to
their Luck stat after applying modifiers for:! 5 -5
! 6 -6
The weapons Luck penalty!
Any penalties for the victors successes! 7 or more -7 and -1 for each
! additional success
The weapons Luck penalty is shown on its
stat line and can be found in the Armoury.!
!
Regaining your courage
!
If a soldier is Fleeing this is his chance to
regain his nerve and get back into the battle.
In order to do so the soldier takes a Brass
Balls test.!
2013 Echidna Studios Ltd 17
! !
This is done in the same way as the Standing
!
or Retreating Brass Balls test, using the same
table of modifiers given. Then check the !
number of successes and compare them to !
the following table.! !
!
Number of successes Effect !
Zero successes! The soldier fails to regain !
their nerve and remains !
Fleeing. They immediately
!
make a Run move directly
away from the enemy. If !
this takes them off of the !
board edge remove them
!
as a casualty.
!
One success The soldier regains their
!
nerve, just. They are now
no longer Fleeing, !
however they may not act !
in the following turn.
!
Two successes The soldier regains their !
never and are no longer
!
Fleeing. They may act
normally in the next turn. !
!
Three or more
successes
The soldier regains their
never and some more at !
the same time! They may !
act normally in the next
!
turn and gain an additional
dice to their pool for the !
next action roll they make. !
! !
! !
Remove casualties !
! !
Once all tests have been taken, remove !
models that are laying face up on the tabletop
!
from the board as casualties.!
! !
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2013 Echidna Studios Ltd 18
Special rules
In Shako and Bugle there are some soldiers !
who have their own special rules. These !
represent abilities that are not covered by their !
stat lines.! !
! !
Each one has a name and details of the !
effects that are given by the ability.! !
! !
Marksman - The soldier is an exceptional !
shot, even amongst his peers in elite units. !
Any shot made by this soldier removes 1 !
success from the targets Luck roll to a
minimum of one (even a marksman misses
sometimes).!
!
Leader - This soldier has proven themselves
capable of leading and inspiring the men
around them be it through encouragement,
threats or jeering. Any soldier taking a Brass
Balls test that is within 6 of a soldier with the
Leader ability may use their BB stat instead
of their own. !
!
Officer - This soldier is an officer. A leader of
the men around him and responsible for them.
His men, most of them at least, look to him for
leadership and command. Any soldier taking a
Brass Balls test within 12 of a soldier with
the Officer ability may use their BB stat
instead of their own. !
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2013 Echidna Studios Ltd 19
The Arsenal
!
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!
!
In this section we will be covering the weapons
that are included in Shako and Bugle to
provide you with a handy reference for when
you need to look up a statline.!
!
Ranged weapons
!
Musket
! !
A musket is a muzzle loaded weapon with a Rifle
smoothbore barrel which is fired from the
shoulder. They suffer from only being accurate
!
to a short range, but make up for this by being A rifle is another muzzle loaded weapon but
easy to reload and easy to produce.! unlike the musket its barrel is rifled which
rotates the bullet as its fired making it more
R F LP Rld Special accurate over longer distances. The downside
of this improved accuracy is that the weapon
Musket 18 -1 -1 1 None takes longer to reload as a result, but in the
! right hands this makes the weapon no less
effective at taking out the enemy. !
R F LP Rld Special
Rifle 24 +1 -1 2 None
!
!
Pistol
!
A pistol is a small one handed weapon which
is muzzle loaded and has a short range. Most
commonly used at close quarters by officers.!
R F LP Rld Special
Pistol! 8 -1 -1 1 None
R F LP Rld Special
!
Pistol! 12 -1 -1 1 None !
!
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!
2013 Echidna Studios Ltd 20
Melee weapons Sword-bayonet
Bayonet !
! The sword bayonet, as its name implies, is a
combination of a sword and a bayonet. Its
A bayonet is a 12 blade which can be
length was similar to that of a long knife but it
attached to the end of the musket allowing the
had a handle which meant it could wielded one
wielder to use as a stabbing or cutting
handed like a sword and also be attached to
weapon. This made the musket a more
the soldiers rifle.!
versatile weapon, allowing it to double up as a
spear. !
!
CS LP Special
CS LP Special
Sword +2 -1 None
Bayonet +1 -1 None bayonet
! !
Sword !
! !
!
A sword is a bladed weapon, commonly found !
amongst officers and some senior NCOs.!
! !
!
!
CS LP Special
!
!
Sword +3 -2 None
!
17 3 2 3 3
During the Napoleonic wars, the British spent
the majority of the conflict battling with the Weapons: Musket, Bayonet!
French through Portugal and Spain, through to !
the south of France. They also spent time Pts F CC L BB Special
fighting the French in Flanders and Belgium. !
NCO 21 3 2 3 4 Leader
Weapons: Musket, Bayonet!
26 2 4 3 4 Officer
!
Pts F CC L BB Special
Weapons: Musket, Bayonet!
! Soldier! 19 3 2 3 3 Marksman
!
! Weapons: Musket, Bayonet!
!
!