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2013 Echidna Studios Ltd

Game design and written by


!
Garry King
!
Cover artwork by
!
Laura Bosley
!
Photos
!
Provided by Alban Miniatures
!
With special thanks to
!
Miriam Stdter for her endless patience,
Phillip Starr, Gareth Williams from Echidna
Studios and Paul Lawlor from Alban
Miniatures.
!
2013 Echidna Studios Ltd!
!
Echidna Studios, the Echidna
Studios logo, Shako and Bugle are
trademarks of Echidna Studios Ltd.
All rights reserved. !
!
All rights reserved. No part of this
publication may be reproduced,
stored in a retrieval system, or
transmitted in any form or by any
means without the prior written
permission of the publisher. As a
free version of the game, this
publication may be shared and
printed without restriction.
! Permission given by Echidna Studios Ltd.!
2013 Echidna Studios Ltd
Contents
1.! Introduction! !
! !
2.! Playing the game! !
! !
4.! The tools of war! !
! !
6.! Turns and phases! !
! !
7.! Priority phase! !
! !
8.! Get to it lads! phase! !
! !
11.! Steady, aim, fire! phase! !
! !
14.! Give em the cold steel! phase! !
! !
17.! Steady, lads, steady! phase! !
! !
19.! Special rules! !
! !
20.! Armoury! !
! !
22.! Army lists! !
! !
25 ! Scenario - Patrol Encounter! !
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2013 Echidna Studios Ltd
Introduction
Welcome to the free quick play version of !
Shako and Bugle, a game of skirmish warfare We would love hear your thoughts and
set in the age of Napoleon Bonaparte using feedback on the game and about your
28mm miniatures. From Oporto to Moscow, experiences of the system. You can visit our
your troops will take to the field and play out site www.echidnastudios.co.uk or email us at
exciting and challenging skirmishes from the mail@echidnastudios.co.uk.!
age, be it a historical reenactment, a skirmish !
from one of your favourite novels or one of For Shako and Bugle we have teamed up with
entirely your own devising. ! Alban Miniatures to help develop this game
! and to showcase their excellent range of
By using a combination of skill, cunning, Napoleonic miniatures throughout the book. !
planning and luck, you and your troops will try !
to out do your opponent to win the field of We hope you enjoy it
battle. !
!
We are currently developing a full set of rules
for Shako and Bugle but we feel that you, the
players, deserve to have something to play Best Wishes
around with whilst we refine and finish writing
the full game. !
! !
The ES Team
So we have written Shako and Bugle
Quickplay as a basic rule set which you can
use to play out a skirmish in an hour or so
depending upon the size of the forces that you
use.!
!

!
!
!
!
! !
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.!

A tape measure or two !


Some different coloured counters! !
Pen and paper for notes! Playing the game
These rules (unless you can recite them
word for word, in which case we doff our
!
A game of Shako and Bugle consists of
several turns and in each of these turns
players move, shoot, reload, charge and fight
with their soldiers. !
!
Each turn is broken down into phases which
cover those actions. First the Priority phase
where the player order is determined.
Secondly the Get to it lads! phase where you
manoeuvre your soldiers into position, get into
cover and charge the enemy. Thirdly the
Steady, aim, fire! phase where your soldiers
take shots at the enemy, line up their shots
and reload their weapons. Fourthly is the Give
em the cold steel! phase where your soldiers
fight in close combat, giving the enemy the
cold steel with bayonets, swords and what
ever may lay to hand. Finally, is the Steady
lads, steady! phase where your troops check
their mettle and continue in the fight or flee for
the apparent safety of their own lines.!
!
!
caps to you good sir/madam!)! !
!
2013 Echidna Studios Ltd 2
Dice & successes
!
Dice play a very important part in Shako and
Bugle. They determine whether your Rifleman
manages to time his shot at that dashing
French Officer, and if that officer was lucky
enough to duck at the right moment, letting the
bullet whizz right past past him. They
determine if your infantryman manages to
overwhelm his opponent in melee or if their
enemy manages to catch them off guard
instead and push him back. !
!
All dice rolls are made using six sided dice,
known as d6. Each soldier has a range of
statistics which covers their abilities, and each
of these numbers shows how many dice they
roll in tests relating to that ability. This is known Measurements
as a dice pool. The number of dice in this pool
can increase or decrease depending on a
!
Shako and Bugle uses inches for ranges and
number of factors such as the weapon that is
distances. !
being used, how effective the shot was that hit
your soldier, and so on. Once again, these will
!
When you need to make a measurement you
be explained in detail in each section of the
should do so from the centre of the soldiers
rules.! ! !
! base.!
!
In order to determine how well an action was
All actions must be declared before
carried out you need to roll successes, how
measurements take place, so if a nominated
many you need will be explained in the
target turns out to beyond the maximum range
relevant section of the rules. A success is a
of the weapon the shot is wasted.!
roll of a 5 or 6 on a single d6. So if you roll 3
dice and score a 1, 5 and a 6 you have scored
!
Of course, not everyone enjoys playing with
two successes. Which is nice. !
estimations and prefer to be able to measure
their ranges before taking up actions. !
!
If this is the case, so long as your opponent
agrees, you can pre-measure ranges before
you declare actions. We just feel its more fun
and challenging to measure the actions once
you have declared them. !
!
Note that all actions described in the game
have been written so that you measure
distances after you have declared the action
rather than before. !
!
Scale
!
The ranges and distances that have been
written in these rules have been prepared for
models in the 28mm scale. !

! !
!
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!

2013 Echidna Studios Ltd 4


Weapons !
! Special - Any special rules that apply to the
weapon. !
Weapons also have their own stat lines as
well, a different one for ranged and melee
!
A typical stat line for a ranged weapon will look
weapons. !
! like this.!
!
!
Ranged weapons R F LP Rld Special
! Musket 24 -1 -1 1 None
Ranged weapons covers anything which
!
launches a projectile at the enemy; muskets,
!
cannons, bows, blowpipes and so on. !
! !
Range (R) - This shows the maximum range of Melee weapons
the weapon thats being used. Any shot which
goes beyond that distance automatically fails
!
Melee weapons covers anything that can be
as the bullet becomes spent. !
! used in close combat. A bayonet, a sword, a
broken bottle, a musket and so on. !
Firearms (F) - This is the modifier that is
applied to the soldiers Firearms stat when
!
The melee weapons featured in the game do
making a shot. An inaccurate weapon will often not include the ranged weapons that the
reduce the dice pool whereas an accurate soldier is equipped with, these are considered
weapon will add to it. !
! to be part of Cold Steel statistic.!
!
Luck Penalty (LP) - This is the modifier that is Cold Steel (CS) - This represents how good
applied to the targets Luck stat when they roll and how well suited the weapon is to close
their Luck save. This represents how hard it is combat. This modifier is applied to the soldiers
to avoid the shot and how damaging the CS stat.!
weapon may well be. !
! !
Luck Penalty (LP) - This is the modifier that is
Reload (Rld) - This is how many turns it takes applied to the targets Luck stat when they roll
for a weapon to be reloaded after it has been their Luck save. This represents a combination
fired. Some weapons take longer to load than of the weapon hitting the target,by not being
others, but they may well have other benefits blocked for example, and also how likely it is to
that make up for it.! cause them a wound.!
!
Special - Any special rules that apply to the
weapon. !
!
A typical stat line for a melee weapon will look
this.!
!
CS LP Special

Bayonet +1 -1 None

!
!
!
!
!
!
!
!
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. !

2013 Echidna Studios Ltd 8


Friendly models rivers, chasms and burning buildings. Soldiers
! may not move through this terrain at all. !
!
A soldier may pass freely through another
friendly model without penalty, except that it !
may not end its move on top of them. If a Actions
soldiers movement range is not enough to
take them beyond the friendly model they are
!
As we mentioned at the start of this section,
moving through, their movement stops at the
there are four actions that your soldiers can
base edge of their friend.!
! take in a turn. !
!
! !
Terrain Stay still
! !
The vast majority of battlefields will feature
If you chose for a soldier to stay still, it does so
some terrain. It could be woods, buildings, a
and takes no further action in this phase.!
fast river or deep ravine, all of it will have some
!
effect upon the soldiers fighting there. !
! !
In Shako and Bugle there are three categories Manoeuvre
of terrain; Light, Medium and Impassable. ! !
! A manoeuvre is a basic move which can be
Light - Terrain that can be moved through made by any soldier so long as they are not
without too much trouble such as field of engaged in close combat or fleeing. !
crops, knee deep streams and light woodland. !
This terrain may be moved through normally All soldiers have a standard rate of manoeuvre
with the only exception that a soldier may not which is dependent upon their type; infantry or
Run through it. ! cavalry.!
! !
Medium - Terrain that causes some difficulty in Infantry - 6!
movement such as thick woodland, boggy !
fields and buildings. Soldiers moving through In this version of Shako and Bugle we have
this terrain move at half their normal only covered the rules for infantry. We will be
movement and no one may Run through it. A including the rules for the more dashing and
Charge move distance is also halved.! quicker counterparts to the infantry in a later
! updated version.!
Impassable - Terrain that cannot be moved !
through at all such as deep and fast flowing A manoeuvre can be made up a maximum of
its movement distance, following the rules
given at the beginning of this section.!
!
As a soldier moves around, it will have a
harder time making a well aimed shot in the
shooting phase and will therefore suffer a
penalty to hit. See the Steady, aim, fire!
section for more details.!
!
Run
!
Sometimes, a soldier may see a need to get
himself into position rather quickly; to get into
cover, to get away from an approaching enemy
or to find a better position to shoot from. !
!
2013 Echidna Studios Ltd 9
If you chose for a soldier to make a Run move instead. As a result it may not Aim, Reload or
it will make a very quick move, however if it Shoot their weapon that turn. !
does so it will be unable to act in the Steady, !
aim fire! phase as it has had no time to ready !
their weapon.! !
! !
A run move is a soldiers manoeuvre rate + !
2d6 inches.! !
! !
! !
Charge !
! !
!
If a soldier is to engage an enemy in close
!
combat (give em the cold steel!) then it must
!
make a charge move to be in close combat. !
! !
!
Declare which enemy soldier your is going to
!
charge and then determine the charge range.
!
The charge range is the soldiers standard
!
move + 1d6. In order to engage the enemy
!
soldier in close combat it must be in base
!
contact with the target of the charge. !
! !
!
If the charging soldier falls short of the enemy
!
soldier then it moves the full distance that was
!
rolled and counts as having Run in that turn
!

2013 Echidna Studios Ltd 10


Steady, aim, fire! phase
In Napoleonic warfare, shooting at the enemy Who can shoot?
was a very big part of any engagement, and
much of a soldiers training focussed heavily
!
A soldier can take a shot so long as:!
on the learning the firing drill. In order to win
the skirmish you need to defeat your enemies
!
and your firearms will be one of the most It didnt Run in the movement phase!
important tools for doing so.! It is not engaged in close combat!
! And it has a loaded weapon!
!
In the Steady, aim, fire! phase there are three
If any of the above apply, it cannot shoot in
actions that your soldiers can take, they are:!
! that phase.!
!
Shoot !
Reload !
!
Aim! Nominate a target
! !
! If youre soldier is able to shoot, then they will
Shooting need something to shoot at. !
! !
A soldier may shoot at any enemy soldier that
If you want one of your soldiers to take a shot
it has a line of sight too, which means that it
at an enemy unit, there are a few simple to
can draw an uninterrupted line from the
follow:!
! shooter to the target.!
!
1. Determine if the soldier can shoot. !
! If the line of sight is interrupted by something
that the target is standing in or behind a shot
2. Nominate a target!
! may still be made at it so long as the target is
no further than 2 into it. The target will also
3. Check the target is in range!
! benefit from being in cover. !
!
4. Roll to hit!
! Check range
5.
!
Opponent makes Luck roll! !
Measure the range of the shot from the centre
6. Remove casualty! of the base of the shooting soldier to the
! target. If the target is within range then you
7. Place reload markers! may roll to hit. If the target is not in range then
the shot automatically misses its target and the
shot is wasted; the weapon now counts as
being unloaded.!
!
Rolling to hit
!
In order to determine whether your soldiers
shot was good enough to have possibly
wounded the target you need to roll to hit.!
!
This is done by taking as many dice as the
soldiers Firearms stat allows and then apply
any modifiers to the dice pool for the weapon
and Shooting Modifiers section as well. Note
2013 Echidna Studios Ltd 11
that the shooting soldier will always be able to chance to avoid this by your opponent making
roll a minimum of one dice regardless of a Luck roll. This represents the chance that
modifiers.! the bullet whizzed past the target, hit its water
! canteen instead, or any number of other
If you score at least one Success from this roll possibilities. !
then your soldier is in with a chance of !
wounding his target. ! This is done by your opponent rolling as many
! dice as the targets Luck stat after applying
Make a note of how many Successes were any of the following modifiers:!
scored as they will have an effect upon !
determining if the target is wounded. ! The weapons Luck Penalty!
! The shooters successes!
Shooting modifiers Any cover they may be in!
! !
A weapons Luck Penalty will be shown on its
Shooting at a target is a lot easier when it
profile and represents how deadly the weapon
stands still and in plain sight, but that is not
is to anyone unfortunate enough to be hit by it.!
always going to be the case. There will be
factors that will make shots harder; the target
!
The Luck Penalty for the shots successes is
was moving or in cover for example.!
! shown in the table below. Needless to say that
the more successes you rolled to hit, the better
The table below lists the factors which will
the shot:!
affect the shot. If any of them apply adjust the
Firearms pool by the modifier given:!
!
! No. of successes LP
! 1 -1
Factor F Modifier
2 -2
Shooter moved -1
3 -3
Target ran -1
4 -4
Aimed in prior turn +2
5 -5
! !
Target makes Luck roll For each Success after the fifth, the Luck
! Penalty increase by one. Remember that no
matter how high the Luck Penalty is, the target
If you scored at least one Success then there
is a chance that your shot has wounded its will always be able to roll a minimum of one
target. However the enemy Soldier gets a dice for the their Luck roll!!
2013 Echidna Studios Ltd 12
Standing behind things whilst your being shot Place reload markers
at can greatly improve your chances of
surviving it. This is covered by the Luck
!
One of the major problems with flintlock
modifier that applies for cover. The thicker and
weapons was that they have to be reloaded
harder the cover is generally the better.!
! after each shot, although there were some
exceptions, and reloading took some time. !
The table below shows the modifiers that apply
for different types of cover and we have
!
When a shot has been resolved you must
included some examples of each to help you
place a number of markers next to the soldier
determine which cover type applies:!
! equal to their weapons Reload stat. This
shows how many Steady, aim, fire! phases it
Cover type Examples Modifier will be until the weapon is next ready to be
shot. !
Light Reed fence, +1
!
Wooden fence, Aiming
Medium
light woods,
+2
!
Stone wall, Instead of taking a shot, a soldier may instead
Heavy building, thick +3 spend the phase aiming. You do not need to
woods, trench elect a target as this represents the soldier
! taking his time to chose a target, to rest his
weapon on a stable surface and so on.!
Once youve determined the modifiers to the
Luck pool, your opponent then makes their !
Luck roll, comparing the number of successes If a soldier spends a phase aiming they add 2
to the table below. ! dice to their Firearms pool in the next turns
! shooting phase. However if they do not take a
shot and do something else instead, or they
Number of successes Effect are unable to do so, the bonus is lost until they
spend another phase aiming. !
The bullet or projectile
hits the target causing !
a wound serious Reloading
0
enough either to kill
them or at least put
!
A soldier may chose to spend a turn reloading
them out of the rest of
the skirmish. Lay the
his weapon. For each turn that they spend
model face up as a reloading they may remove a single Reload
casualty. Marker, when all the markers have been
removed the weapon may be fired in the
The bullet hits the following turn. !
target, but doesnt
wound him. The target
!
If a soldier is equipped with a weapon which
is now Stunned. The
has more than one Reload point, it is perfectly
target may not act in
1 the following turn
acceptable for the soldier to spend one turn
except to defend itself Reloading, carry out another action in the
in melee. In this case it following turn and Reload once more in the
fights a melee as third. !
normal but it can only Hand to hand fighting has played a part in
draw a fight. every war prior to the Napoleonics, but with
the coming of gunpowder it begun to take to
Bullet passes near the
second place to infantry shooting at each
2 target, but no way near
other. However, with that said, sometimes the
to cause any harm
only way to remove an enemy from a position
Bullet whizzes way past is to charge them and take them out using the
3+ the target, no further bayonet or sword. !
effects !
!
2013 Echidna Studios Ltd 13
Give em the cold steel! phase
In Shako and Bugle the Give em the cold Select a close combat
steel! phase recreates the back and forth
n a t u r e o f a fi g h t a s t h e c o m b a t a n t s
!
The player who won priority at the beginning of
desperately try to take the other one out. !
! the turn selects which order the combats are
played out in. !
If any soldiers are engaged in close combat, ie
they are in base to base contact with each
!
other; this also includes models which would Identify combatants
be in base to base contact if there is some !
intervening terrain in the way, such as a low
wall or a building with windows in it. !
!
Before rolling any dice, you need to determine
! which soldiers are fighting in that combat. In
If youve got soldiers engaged in close combat, most cases it will be rather clear, one soldier
the player with priority on that turn choses versus the soldier in front of them. However,
which combat to begin with. ! there will most certainly be times where there
! are two or more soldiers from either side are
In order to play out a close combat there are a fighting. !
number of steps to follow:!
! !
When there are more than one soldier from
1. Select a close combat! each side fighting in a combat you must
! determine who is fighting who before making
2. Identify combatants! any rolls. If soldiers can be put into a one on
! one fights they must played out that way. Any
3. Each soldier involved rolls for Cold Steel! remaining soldiers who cannot be allocated
! into one versus one fights can be included in a
4. The soldier or side with the highest number multiple 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.!

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After the modifiers have been applied and your becomes harder when comrades are close by.
opponent has made their Luck roll, compare Soldiers will be trying to hit their foes without
their number of successes from the Luck roll to hitting their friends in the process. !
the table below to determine the fate of the !
loser.! To represent this, for each additional Soldier
! you have fighting on your side your Soldiers
Number of successes Effect suffer an additional -1 modifier to their Cold
Steel pool down to a minimum of one dice.!
The blow has struck the !
target causing a wound For example, you have three Soldiers fighting
that was dreadful against one enemy soldier, all three of your
enough to kill the loser Soldiers will suffer a -2 modifier to their Cold
0
or at least render them Steel pool.!
incapable of fighting. !
Lay the soldier face up
!
as a casualty.
!
The blow hits the target !
but does not cause !
enough harm to !
prevent them from !
fighting. The soldier is !
struck and cannot act !
1
in the next turn save to
!
defend itself in close
!
combat. It will fight
!
back in the next round
!
but if it wins the combat
!
it counts as a draw.
!
The blow misses the !
2
loser just. !
!
3+
The loser manages to
!
!
avoid the blow.
!
!
Forced back !
! !
If the loser rolls enough successes to survive, !
even if he is struck. The loser must step back !
1 as the victor presses the advantage. ! !
! !
If the soldier cannot move back for whatever !
reason (wall in the way, enemy soldiers and so !
on) it remains where it is but suffers from being !
trapped. Which means that in the next turns !
Give em the cold steel! phase, and any !
consecutive turns, they suffer -1 to their CS !
and -1 to the L stats until they are no longer !
trapped.! !
! !
Multiple Combats !
! !
!
In the case of Multiple Combats, each !
additional soldier is capable of fighting. as well, !
however due to the additional Soldiers fighting, !
the space for striking a blow at your enemy !
2013 Echidna Studios Ltd 16
Steady lads, steady!
At the end of the day, most people have a appropriate modifiers below to the dice pool
point where the threat of bullets whizzing past and roll them.!
and being poked with a bayonet becomes !
rather unsettling. In the Steady lads, steady! Factor! Modifier
phase, the bravery of your men is tested to
see if they have the determination to carry on Each casualty within 6 -1 to BB for each
fighting or if they have had enough and decide
to turn tail and flee. In this phase, casualties Each enemy soldier -1 to BB for each
caused in the turn are removed from the within 6
battlefield as well.!
! Each friendly soldier
within 6!
+1 to BB for each

The phase is carried out in the following order:!


! !
Once you have made the roll, compare the
1. Test for Soldiers to Stand or Retreat!
number of successes to the table below to
2. Test for fleeing Soldiers to regain their
determine the soldiers resolve:!
courage!
3. Remove casualties! !
! Number of Effect
Standing or Retreating successes
! Zero successes The soldier loses his
The first part of this phase is to determine if nerve and flees. He
your troops have the nerve to keep on fighting.!
! immediately makes a Run
move directly away from
There are two types of events in a turn which the enemy. He is now
require a soldier to take a Brass Balls test in Fleeing. Whilst a soldier
this phase:! is Fleeing he may not act
! normally until he has
regained his courage. If
Friendly soldiers within 6 becoming
casualties! the move takes him off a
table edge, remove him
Losing a round of close combat and from the battlefield as a
surviving!
! casualty.
To make a Brass Balls test, take the soldiers One success! The soldier wavers and
Brass Balls (BB) stat and apply any of the moves back to put some
more distance between
himself and the enemy.
Move him 3 directly away
from the enemy.

Two or more The soldier stands his


successes! ground and keeps on
fighting as normal

!
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.!
! !
! !
! !
! !
! !
! !
! !
! !
! !
! !
! !
!
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. !
!
!
!
!
!
!
!
!
!
!
!
!
!
!
!
!
!
!
! !
!
2013 Echidna Studios Ltd 19
The Arsenal
!
!
!
!
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 !
!
!
!
!
!
!
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
!

2013 Echidna Studios Ltd 21


Armies
In this version of Shako and Bugle we have In this list we are covering Riflemen, Light
included two army lists for you to chose your Infantry and Line Infantry, along with their
forces from; the British and the French, NCOs and Officers. !
covering light infantry and line infantry.! !
! Riflemen!
Choosing an army !
! Pts F CC L BB Special
When you are playing a game of Shako and Soldier! 22 3 2 3 3 Marksman
Bugle you need to agree upon a points size for
Weapons: Rifle, Sword Bayonet!
your army. !
! !
You may then choose any soldiers you like up Pts F CC L BB Special
to the points value of the game, there are a
couple of restrictions on solider types:! NCO 26 3 2 3 4 Marksman,
! Leader
You may chose one NCO for every five Weapons: Rifle, Sword Bayonet!
Soldiers you take.! !
You may chose one Officer without Pts F CC L BB Special
restriction. Each additional Officer requires
you to have ten Soldiers after the first ten so Officer! 26 3 3 3 4 Officer
in the end you have one Officer for every Weapons: Pistol, Sword!
ten Soldiers rounding up.! !
! Light Infantry!
!
The British
! Soldier!
Pts F CC L BB Special

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!

2013 Echidna Studios Ltd 22


! The French
Pts F CC L BB Special
!
Officer 24 2 3 3 4 Officer During the Napoleonic wars, the French were
Weapons: Pistol, Sword! fighting almost all of the major nations in
! Europe. From Portugal to Russia, French
soldiers trod winning battle after battle and
Line infantry!
! expanding the French Empire to cover a large
proportion of Europe.!
Pts F CC L BB Special
!
Soldier 17 2 3 3 3 The French army, whilst consisting of a
number of soldiers who were conscripted
Weapons: Musket, Bayonet!
! rather than enlisting of their own choice, were
! still a force powerful enough to rival their
European counterparts. !
Pts F CC L BB Special In this list we will be covering Legres
NCO 21 2 3 3 4 Leader
Voltigeurs, Line Voltigeurs and Fusiliers of the
Line, along with their NCOs and Officers. !
Weapons: Musket, Bayonet!
! !
!
Legres Voltigeurs!
Officer
Pts F CC L BB Special

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!
!
!

2013 Echidna Studios Ltd 23


Pts F CC L BB Special Pts F CC L BB Special

NCO 23 3 2 3 4 Marksman, Officer! 24 2 3 3 4 Officr


Leader
Weapons: Pistol, Sword!
Weapons: Musket, Bayonet!
! !
Line Infantry!
! !
Pts F CC L BB Special Pts F CC L BB Special
Officer! 26 3 3 3 4 Officer Soldier 17 2 3 3 3
Weapons: Pistol, Sword! Weapons: Musket, Bayonet!
! !
!
! Pts F CC L BB Special

Line Voltigeurs! NCO 21 2 3 3 4 Leader


! Weapons: Musket, Bayonet!
Pts F CC L BB Special !
Soldier! 17 3 2 3 3 Pts F CC L BB Special

Weapons: Musket, Bayonet! Officer 26 2 4 3 4 Officer


! Weapons: Pistol, Sword!
Pts F CC L BB Special !
!
NCO 21 3 2 3 4 Leader
!
Weapons: Musket, Bayonet!
! !
!

2013 Echidna Studios Ltd 24


Scenario:
Patrol encounter
Your force is on patrol, scouting the territory Deployment zone
before the next days advance or ensuring that
the freshly won territory is not under threat. !
!
! Each player rolls off and the highest scoring
has choice of deployment zone. In this
Terrain scenario, the available deployment zones are
! any of the board edges up to 8 from the board
Any terrain should be placed on the board with edge. The opposing players deployment zone
each player taking it in turn to place a single is the board edge directly opposite. !
item and this must be liberally scattered !
around the field.! Once you have determined deployment zones,
! the player who chose their zone first places
Forces one model on the tabletop. The opposing
! player then places one of their Soldiers in their
deployment zone. Continue placing Soldiers
Each side choses a force to an agreed points
alternately until you have finished deploying
value following the normal rules for army
both sides. !
selection as per the rulebook.!
!

2013 Echidna Studios Ltd 25


! !
Victory conditions Once you have made your Brass Balls roll,
! compare the result to the table below to see
the effect upon your force in the battle:!
The objective of this scenario is to be in control
of the field at the end of the game. The loser is
!
the first force to Rout from the field. See Score Outcome
Routing on the next page.!
! 0 successess! Your forces leader has
lost his nerve and has
Game length sounded the retreat.
! Yo u r army
immediately Routed
is
The scenario is played until either side is
from the battlefield,
Routed from the field. !
! leaving the enemy
victors this day!
Routing
! 1 success Your leader is holding
his nerve for the
When a side has lost more than 25% of its moment but he is not
original starting number of Soldiers, it begins comfortable. You must
to Waver. !
! test again for Wavering
at the end of the next
When it is Wavering the side needs to take a regardless of whether
Brass Balls test in the Steady, lads, steady! your force took any
phase. The first test takes place when 25% casualties.
casualties have been taken and subsequently 2 successes or more Your leader holds his
in any turn where you force takes at least one nerve and keeps his
casualty and when in a previous turn you Soldiers going. Your
score one success in this test. See below. !
! force stays in the battle
for now.
! !
This test is done at the end of the Steady lads,
If you have managed to Rout the opposing
steady! phase after all other tests have been
side, many congratulations! You are the victor
done and all casualties have been removed.!
of the field!
Take the Soldier in your army with the highest
BB stat and apply any of the following
modifiers to your dice pool:!
!
Factor Modifier

Army has taken 50% or -1


more casualties

Army has taken 75% or -2


more casualties

2013 Echidna Studios Ltd 26

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