Flashing Steel (17th C. Skirmish)
Flashing Steel (17th C. Skirmish)
www.ganeshagames.net
Contents
Introduction 3
What Is A Skirmish Game? 3
Background 3
Game Length 4
Scale And Conventions 4
Profiles 4
Basic Rules 5
Choose Your Models 5
Lay Out The Terrain 5
Deploy Models 5 Quality (Q) Checks 13
Who Starts, And How? 5 When To Make A Quality Check 14
How To Make A Quality Check 14
Activation 5
Actions 6 Swashbuckling 15
Movement 7 Specific Q Checks – Rule Exceptions 15
Terrain 7 Climbing (Voluntary) 15
Clear Terrain 7 Falling (Involuntary) 15
Broken Terrain 7
Dense Terrain 7 Using Q Checks To Drive A Story 15
Reserving Actions (Guarding) 8 Making A Swashbuckling Check 15
Bashing Down Doors 8
Morale 16
Group actions 8 When To Make Morale Checks 16
Regroup 8 How To Check Morale 16
Volley Fire 8
Group Actions Without a Leader 9 Special Rules 17
Cost: this is a relative measure of the model, a sum
Game Length of the Quality and Combat values, and all the Special
Once you know the rules, a game takes only about rules that the model has. More powerful models cost
45 minutes to play. This is a short time and so you can more points.
combine three of these into a mini-campaign that you
can finish in a single evening. The following table shows how to calculate what
Rules advice for how to set up a campaign is in a later a model is worth depending on his Quality (Q) and
section. Combat (C ) values.
Scale And Conventions For example, a model with Q4 and C3 is worth a base
This game has been written for 25/28mm miniatures 23 points. Add to this score the cost of Special rules.
mounted on any consistent sized and shaped bases, but
can be played with any scale figures you might have.
The conversion chart below shows the changing ratios Combat (C) Value
for 10/15mm, 40mm and 54mm: the most common
0 1 2 3 4 5 6
(Q)
scales for skirmish wargaming at the time of writing.
The rules are intended for two players but it is possible 2 1 13 25 38 50 63 75
to play with more. 3 1 10 20 30 40 50 60
value
Quality
Ground scale is not defined, but one figure represents 4 1 8 15 23 30 38 45
one person and associated buildings and terrain are
5 1 5 10 15 20 25 30
similarly scaled. One turn represent a few seconds.
6 1 3 5 8 10 13 15
All distances and ranges are measured with three
measurement sticks labelled Short (75mm), Medium
(120mm) or Long (180mm). Pre-measuring (checking Quality (Q): this is a rough abstraction of the model’s
a range before declaring an attack or a movement) is willingness to fight, reaction speed, initiative and morale.
allowed. Players may measure distances at any time. This is the target number when you are activating the
While it’s not mandatory to do so, your game will model, so the lower the number, the better.
speed up enormously if you make three movement Quality is also used for Quality Checks to determine
sticks for measuring distances. their success at various tasks such as resisting the
urge to run in a Morale check, or avoiding falling in a
Climbing check.
Measuring sticks for other scales
Combat (C ): this is a measure of how well the model
Short Medium Long fights. In a fight, this value is added to the roll of a dice
15mm 50mm 80mm 120mm and compared to the opponent’s Combat plus the roll
25/28mm 75mm 120mm 180mm of a dice.
40mm 100mm 160mm 240mm The combat score takes into account factors such as
54mm 125mm 200mm 300mm armour, weapons, and weapon skill. Combat may be
influenced by Special rules.
Movement Broken Terrain
A model must spend at least 1 Action in order to move.
Under normal circumstances, all models have Medium Regions may be declared broken terrain, consisting
move: they can move from one end to the other of a of terrain types such as: crop land, marshy ground,
Medium stick by spending one action. boulder fields, orchards or light woods, sizable gardens,
Some models will be slow or fast (for example or scrub land. Inside buildings and on the decks of ships
mounted models are fast, and you may choose to make are also examples of broken terrain.
some things, such as wagons or farmers, slow) and be
therefore able to move less or more. These models will A model anywhere within the region declared
have the Short movement or Long movement Special broken gains the advantages and suffers the penalties
rules in their profile. of the terrain; he does not have to be near a specific
A model can move less than the full distance if desired, representative piece of terrain model (that is, he does
or not move at all. not have to be behind an actual tree model to claim
A model’s movement may be altered by the terrain it cover).
is moving through.
Models in broken terrain get a cover bonus when
being shot at. Ranged attacks on them are at -1.
The actual number rolled on the dice, and not the final
modified total, is used to determine Fallen and Recoil
results. In other words, you inflict a Fallen result if you
win any combat in which you roll a 2, 4 or 6 on the dice,
and you inflict a Recoil result if you win rolling a 1, 3
or 5.
Instant Kill
The wound is fatal, either immediately or inevitably.
The model takes no further part in the game.
Out of Action
The model is badly wounded and falls to the ground.
Unless given medical treatment by a model with the
Physician Special rule it is out of the game. The attacker
is still deemed to be in contact with the defeated
model.
Fallen Better Weapons
The model is stunned, but not necessarily literally For simplicity, we call some weapons ‘better’ than
on his back. The winning model is still in base-to-base others, but this includes the idea of superior reach
contact with him. You can represent this with a token, and/or craftsmanship, and/or it may imply a degree of
or by lying the model on its side. If the Fallen model is superior training because the weapon is specialised.
attacked again while still in this state the attacker gains
a C+2 bonus. If the Fallen model is beaten again, even If beaten by a better weapon, a model will be Fallen
by only a single point, he is Killed. on both even and odd dice rolls. However, if the model
To recover from being Fallen, the model must spend with the better weapon loses the combat, his Combat
1 Action. Total for that attack is reduced by a further -1, making
it more likely that he suffers damage from a failed
attack. This represents the attacker being unable to
Recoil take advantage of his weapon’s reach, and the defender
The losing model is pushed back away from the winner
slipping under his guard.
one base width for every point of difference between the
attacker and defender’s roll, with the direction chosen
The following is a guide to which weapon is better (or
by the losing player.
simply longer, reflecting the model’s ability to strike
The winning model may choose to follow up and stay
first), from best to worse:
in base-to-base contact, but unless they have a Special
rule to allow them to attack more than once in a turn
they may not combat again immediately. 1 Pike
If the recoil takes a model into any other enemy model, Cavalry lance, other infantry pole-arm
the enemy model will get a ‘free hack’ at the recoiling 2
figure. Resolve the free hack like a normal combat, but 3 Swordfighter’s sword (rapier)
even if the recoiling model wins the combat, there is no
4 Ordinary issue sword, main-gauche
effect on the attacker taking the free hack.
5 Musket butt, club, belaying pin
If there is no space for the recoil, the model is Fallen.
If the recoiling model is standing in a precariously 6 Knife or similar hand weapon
balanced position, such as the edge of a roof or in the Improvised weapon (chair, bottle, etc.)
crow’s nest of a ship, the model falls and must make a 7
Quality check for falling. 8 Empty hand
Defending obstacle +1
Leaving Close Combat
Defending A model can freely leave combat if their opponent
higher ground +1 is Fallen, Out of Action, or Prone. Disengaging from
an active opponent is risky. The model must spend 2
Ambushing +1
Actions to disengage and receives one free hack attack
Strong attack -1 on opponent’s from each adjacent opponent (in base contact). This is
Combat Value rolled as a normal attack, but only the opponent can
damage the fleeing model, and not vice versa.
Attacking Fallen, +2 and any hit is Lethal
Shaken or Out of If the disengaging model wins the dice roll, he is free
Action opponent to move away from the opponent.
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Ranged Combat Line Of Sight
The target must be within the maximum range of
A model must spend at least 1 Action and have the weapon and the firer must have a ‘line of sight’ to
a loaded weapon and have line of sight to his the target. In other words, they must be able to see the
target in order to make a ranged attack. target and this view must not pass through any figures
Ranged combat is a one-way process: the target or obscuring scenic item.
may be unharmed, Killed, Out of Action, Fallen
or forced to Recoil, but there is never an effect This can be checked by drawing a straight line from
on the shooter.
any point of the firer’s base to any point of the target’s
base. If the line goes through a solid object that would
Ranged Combat fully obscure the target, the attack cannot be made.
Gunfights Indoors If any single dice results in a 1 the gun has prematurely
Despite the short range, all gunfights indoors, unless gone off, causing the model to be Fallen and leaving the
using pistols, are at -1 penalty to the shooter. Bonuses musket empty again. If he badly fails the test by rolling
for shooting at fallen figures still count in full, however, two or more 1’s, then the model has just shot at himself
as we are assuming that the range is point blank. – resolve ranged combat as normal.
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Gun Smoke
Black powder weapons of this period produced a lot of Quality (Q) Checks
smoke and including this in your game can create some For an Activated model to do anything, it
interesting effects. Gun smoke is an optional rule and must spend an Action. Certain Actions, such as
you need to agree to include this with your opponent climbing, have a chance of failure. Sometimes a
model might want to shortcut a move by going
before you commence play.
over or through a piece of terrain instead of
spending two Actions to approach and then
The first time a gun is fired, roll 2 dice. Draw an move around.
imaginary line between the highest rolled number and
the lowest. The wind is blowing in the direction from A model must make a Quality (Q) check when they
the highest dice toward the lowest. If the roll is tied, are performing such things as: an Action that has a
then there is no wind and the smoke does not move chance of failure, is a minor activity bundled into a
during the game. move Action, or an Action that is out of the ordinary.
If there is a wind (dice roll not tied), use the movement This is a voluntary Q check and it occurs only during
sticks to roughly measure the distance between the two your turn when you initiate it.
dice:
At other times, things happen to a model and he has
Up to Wind speed is 1 Short distance per to test to see what happens. This is an involuntary Q
Short turn check and it can occur in either your turn or during your
Wind speed is 1 Medium distance opponent’s. Examples of Voluntary and Involuntary Q
Between checks are given below.
Short and per turn
Medium
Voluntary Q check example: Normally a model
Longer Wind speed is 1 Long distance per has to stop when he reaches a change in terrain or an
than turn intervening object such as a log or table. The model can
Medium spend another Action to move around or over the object,
or he can state that he is vaulting the object and make a Q
When any gun is fired, drop a tuft of cotton wool check. If successful, he continues his movement in the one
beside the model. Action without being stopped by the object.
For the rest of the game, at the beginning of a turn
(handing over initiative) each player must move all Voluntary Q check example: A model can spend an
tufts on the table the indicated distance, in the indicated Action to move across and leave a room through a door.
direction. By using another Action he could stop, close the door and
lock it. But he could also try to slam the door and lock it
Smoke blocks line of sight and any model within or in one desperate movement. This requires a Q check to
behind the smoke cloud gains the benefits of Cover. achieve both the movement and the locking at the same
time. Note: closing and locking a door is not hard. But if
Smoke betrays the location of any hiding model that pursuers are on his tail and he wants to do something else
shoots. with his Actions such as keep running, then a roll should
be made.
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Note that a model may only do one extra thing that A model may only make one voluntary Q check per
requires a voluntary Q check per Action. The model Action.
could not, for example, vault the table and grab the
letter, as that would require two Q checks. There is no limit to the number of involuntary Q checks
that a model may be forced to take.
During each game be on the lookout for opportunities Involuntary tasks are imposed on the model, either by
for your models to perform actions other than the failing at something he initiated, or by it being inflicted
strictly tactical. Discuss this with your opponent and on him by an enemy model.
between you agree whether the action is possible, and
permissible, and then between you assign a difficulty.
How To Make A Quality Check
The model rolls three dice, attempting to equal or better
The following is an example list of activities that might
his Quality value. The number of successes required
require a Q check.
depends on the assigned difficulty of the task. Clearly,
this is a judgement call. If you have an umpire, let them
Cut (e.g., the rope holding a Voluntary decide, otherwise you must negotiate and agree with
chandelier) your opponent on the difficulty before rolling.
Grab (an object) Voluntary
A model may use any unused Actions to add a Q+1
Untie or Tie (ropes, string, Voluntary bonus on a voluntary Q check.
corsets)
Reload a Firearm (uses the same Voluntary 1 Success required
Tricky Task
determination method but has its
Difficult Task 2 Successes required
own results table – look under
the Reloading entry in the Very Difficult Task 3 Successes required
Ranged Combat section)
Open a locked room Voluntary
Voluntary If the model fails the check, there will be
Climb (over a chasm or from
roof to roof, or any ordinary consequences!
obstacle that would normally
require the model to stop and If any dice rolls a 1, then something has gone wrong.
spend another Action to cross) If two or three dice rolled are 1’s then something
Voluntary catastrophic has occurred.
Leap
Shout out a warning (before Voluntary For example, the model was sauntering across the
being silenced) room (short move Action) and on his way he attempted
Involuntary to pilfer the letter that lay on the desk. This is a difficult
Fall
task because it is not hard to pick up a piece of paper but
Morale (a special kind of Q Involuntary there are other people in the room who are alert. He rolls 1
check that has its own section) success and 2 failures, and one of the failures is a 1. Alas!
When invoking Great Defence Involuntary Not only does he not collect the paper, it slips from his
(Special Rule) hand and falls on the ground in plain sight.
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be trying to get something, steal something, rescue
Specific Q Checks – Rule Exceptions someone, set fire to something, sneak past guards, and
Try to use the general three dice Q check method so on. These extra objectives require Q checks to see
whenever possible, figuring out the difficulty as you if they are successful, and ideally you should assign
find the problem during play. a difficulty to them before play so that both sides can
To maintain consistency with other games using the judge how difficult the mission will be.
Song of Blades and Heroes engine, the following rules
are presented as an alternative method for checking Some of these tasks will take time. To simulate this,
success. a task may either take a number of Actions, or may
require a cumulative number of successes to achieve.
Climbing (Voluntary) Tasks that require several successes can only be tested
Some models can climb on challenging obstacles. once per turn, no matter how many Actions you have
This requires a Q check roll on three dice. Two or three available in a turn.
successes will allow the model to move at his normal
movement rate. One success means the movement rate For example: a band of pirates is trying to bust their
is reduced by a category (Medium becomes Short, etc.). captain out of a prison cell. To do this they have to tie a
Zero successes means the model falls and may suffer rope around the bars and then pull them out of the wall
falling damage (see below). using a horse. This is a just Tricky task, because it is
straightforward. However it will take time. Therefore the
The following modifiers are applied to the roll: testing model must succeed at the task four times. This
will take a minimum of four turns.
Models may not melee while climbing (if engaged in • Throwing (crockery, pottery, glassware, sticks,
Close, they count as ‘fallen’). They may, however, shoot stones, roast chickens – not knives).
a pistol at -2. • Kicking (barrels, chairs, pots, dust in the eyes).
If a model fails a Morale roll while climbing, he will • Punching (using free hand or sword pommel).
fall. • Shoving (with a hip and shoulder, a push in the
back, a kick in the face).
Falling (Involuntary)
A falling model must make a Q check using one dice
if the fallen distance is Short, two dice if Medium, and Making A Swashbuckling Check
three if Long. The model declares the activity. Regardless of whether
the model is physically moving or standing in one place,
On any failure, the model is out of action. Complete the Action counts as a ‘move’.
success means that, on its next turn, the model will
need two actions to stand up (this is an exception to the Each player rolls a single dice for the models involved
standard “standing up” rule which requires only one in the non-lethal attack and adds their Combat value.
action to stand up).
Using Q Checks To Drive A Story Total = Dice roll + Combat Value + Swashbuckling
In a story-driven scenario, your models are trying to modifiers
do more than just slaughter the opposition. They will
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Swashbuckling Results Swashbuckling check modifiers
Result Consequence Has Panache Special rule +1
The model initiating the non- Has Pugilist Special rule +1
If the result is a
Tie lethal attack succeeds in doing Height advantage +1
what was declared, but the Target Fallen +1
target successfully evades, or Target Shaken or Out of Action +2
is otherwise unaffected.
Defending from Cover +1
Winner tripled Loser is Shaken
the loser’s score
Winner doubled Loser is Fallen
Morale
A Morale check is simply a special type of involuntary
the loser’s score
Q check. It represents a test of the model’s strength
Winner’s dice Loser is Disarmed to not turn tail and run in the face of adversity.Some
roll less than Special Rules have a bearing on when and how to take
double, Even the test.
Winner’s dice Loser Recoils one base width
roll less than for every point of difference When To Make Morale Checks
double, Odd You must make a Morale check when any of the
following conditions occur:
• Loss of a Leader when he suffers an Out of Action
The actual number rolled on the dice, and not the or Instant Kill result, all team members must test,
final modified total is used to determine Disarmed and regardless of their distance from the Leader.
Recoil results. In other words, you inflict a Disarmed • Party reduced to less than 50% of its starting
result if you win any combat in which you roll a 2, 4 or amount of models. In other words, when the dead
6 on the dice, and you inflict a Recoil result if you win or fled models outnumber the living, the remaining
rolling a 1, 3 or 5. models in the team must test.
Acrobat 3
An acrobat has Q+1 on Q rolls when testing for falling
damage and Climbing. Shooters targeting an Acrobat
do so at C-1.
Blur of Steel 15
The model can attack on every Action in his turn, not
just the one limited to everyone else. If in base contact
with more than one opponent, the model can direct
their attacks to different opponents.
Bodyguard 3
This model has the special task of protecting another
model. The guarded model must be identified at the
start of play. If the guarded model is hit in combat, and
the bodyguard is within a base width of the guarded
model, then the bodyguard takes the place of the
guarded model, absorbing the damage instead.
Brawler 15
This model does not suffer a penalty when in base to
base contact with more than one enemy.
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or mercenary, peasant) as himself, he fights with a C+2
Cavalry Lance 12 bonus. In addition, if another duellist defeats the model
Remnant from the age of chivalry, the lance was still he will willingly surrender himself and take no further
used occasionally in specialist cavalry units, such as the part in the game.
Polish Winged Hussars.
C+1
Eager 4
The character is eager to please his Leader. He receives
Climber 3 a further Q+1 to Quality rolls if within line of sight of
The model is a climbing specialist. He does not have to the Leader (a roll of a 1 is always a failure).
check for falling when climbing obstacles.
Elite 4
Club 5 Elite models do not suffer from Morale modifiers
A lump of wood, belaying pin, or the shoulder stock for not having a friendly character within Medium
of musket. distance, as long as at least one other friendly model
C+1 is on the board. This ability should be used only to
represent regular soldiers with intensive training and
Danger Sense 3 combat experience. It is not available to natives, militia
Opponents do not get any Ambush bonus against this or pirates.
model, unless the model is Dazed (as a result of being
Surprised). Fanatic 7
This character will give everything, even their life, for
Dashing 5 ‘the cause’. His Q will be at Q+1 for any Morale Check
A Dashing model may move into Close combat and and he gets a C+1 bonus in Close combat.
make an attack as one action.
Fear 10
Double Pistols 4 Some models exude Fear. When Fear-inspiring models
The model has been trained to use two long pistols charge, any model they charge must immediately make
– typically a cavalry tactic. a Morale check with -1 to their Quality, unless Fearless.
When both weapons are loaded and ready, the model The same modifier applies to models wishing to charge
can attack twice in a turn. enemies with the Fear special rule. Models rolling one
The pistols must be reloaded individually. or more failures on the morale roll do not flee but cannot
This ability may be taken only by a character with the perform a charge against the Fear-inducing enemy that
Pistol ability. turn. Models with the Fear Special Rule are immune to
the effects of Fear.
Drunkard -2
The model has an excessive fondness for spirits that Fearless 3
affects his battlefield performance. Before rolling for The model does not have to take Morale checks for
initiative but after deployment, make a Difficult Q Instantly Killed friends or when facing weapons or
check for each Drunkard model, and if the Quality roll characters with the Fear rule
fails the model is intoxicated. A drunk model is at -1 to
Quality but fights at +1 in hand-to-hand Combat, and Follow On 10
has +1 on Morale rolls. Once per turn, if this model Instantly kills or puts his
In addition, any models starting a game inside a tavern opponent Out Of Action in Close combat or Knocked
may be drunk. Make the same test as above and apply out in a swashbuckling move, it can immediately move
the results. This does not grant the model the chance to up to one Short distance and then make an attack
acquire any additional temporary Special rules. against another enemy.
Duellist 7 Forester 3
When this model is facing an enemy armed similarly This character suffers no movement penalty when
and of the same social class (nobleman, priest, scholar, moving through wooded and jungle terrain.
professional soldier – generalissimo, common soldier
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the second die roll is final, even if it is worse than the
Gang 5 previous one.
The model gets a C+1 bonus in Close combat when
friendly models in the same specified ‘gang’ are within
short move distance. Impetus 7
Gangs must be defined at the start of play. The model may use the next largest stick (for example
Medium becomes Long) once in a turn, in order to move
into base contact with an enemy. If the model then uses
Great Defence 5 an Action to attack, they receive a C+1 bonus).
Once per game, when this model is defeated in Close
Combat he can reduce the effect by making a Q check.
• For Killed result, the task is Extremely Difficult Knife Thrower 5
• For Knocked Out the task is Difficult This model has practiced with throwing knives and
• For Fallen the task is Tricky. can throw these either with a C+1 combat bonus over
If successful, the effect is reduced by two levels. the normal range, or can extend the range by one band
with no penalty (but not both).
For example, a model hit with a Killed result that
successfully defends (rolling 3 successes against an Leader 15
Extremely Difficult task), is now Fallen instead. A Leader will keep the whole group together. Any
friendly character within line of sight and within
Guardsman -3 command range (this is normally 1 x Long) of a Leader
Guards, in this sense, are those fellows who have has +1 on his Quality rolls for the purposes of Activation
little training and perhaps little inclination to be and Morale Checks.
there. In cinematic terms we would call them ‘extras’.
Guardsmen cannot have a Q better than 4 and if beaten Multiple Leaders do not have a cumulative effect.
are automatically Out Of Action, even if by only 1
point. The Leader’s bonus will not count if the Leader is
Fallen/ Shaken or Out of Action. A Leader can also
give Group Orders to up to five characters per order
Green -3 (see Group Actions). However, the loss of a Leader
Green troops must make a Morale check when (Leader killed, permanently incapacitated, or moved
witnessing an instant kill (tripled result) of any friendly off the table) forces every model in the army to take an
models within 1 Long and in Line of Sight. immediate Morale Check.
Pike 10
Parrot or Monkey 15 From 12’ to 18’ in length, the pike was designed to
The character has a smart pet which generally resides keep cavalry away long enough for the musketeers to
on his shoulder. reload and kill them.
This has two effects in the game. First of all, the animal Pikes are the ‘best weapon’ in the Better Weapon
will warn the character of any ambush, therefore category, meaning they knock down on both even and
negating any Ambush bonus any opponent may claim odd win results.
against the character. C+2 against cavalry.
C+1 against infantry.
Second, if the character is in melee, he may use one of his
actions to claim the pet has attacked one of his opponents,
distracting him. The opponent remains distracted until Pistol 10
he has a chance to spend one action to shoo away the Pistols are typically fired using an internal clockwork
animal. mechanism called a wheel lock. It requires 2 Actions to
Any attack against a distracted opponent is at +1 and load a pistol.
the opponent loses the advantage of a Main Gauche if Range: Short.
he has one. A distracted opponent may not perform C+3 for the 1st range band,
Aimed Shots. C+2 for the 2nd,
C+1 for the third,
C+0 for the 4th and final range band.
When shooting, if a 1 is rolled the pistol has misfired.
Pole Arm 10
Pole arms are not so effective at keeping cavalry away
as pikes. Instead, they are designed to hook and drag
riders from their saddle.
Pole arms always Knock Down on both odd and even
win results.
C+1
Pugilist 5
The model is specialised in unarmed Close combat.
Passing Strike 10 He receives C+1 in hand to hand combat and -1 when
The model does not need to stop his movement to attacking in ranged combat.
engage in Close combat. Any ‘killed’ result he inflicts is always only ‘out of
Move the model up to the target, then resolve the action’.
combat. If the mover/attacker is victorious, then move
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Quick Reactions 3
This model gains a C+1 bonus when making a free
hack.
Ranger/Light Infantry 5
A ranger/light infantry-trained model treats Broken
Terrain as Regular Terrain, and Dense Terrain as Broken
Terrain for movement purposes.
Reluctant -2
This model always counts as one worse Quality for the
purpose of Activation (any other Q roll is at their real
Quality).
This rule can be used to represent a character that is
the object of a rescue mission, or a drunk/ill/extremely
tired person.
Riposte 3
Whenever an enemy in base to base contact rolls a 1
on a Combat or Activation die, the model with Riposte
can immediately perform a Free Hack at him. Note that
this ability may be used even if the opponent rolls a 1
on Combat while fighting an enemy different from the
model with the Riposte special rule.
Scholar 5 Slippery 5
This model has specific knowledge of a subject area. A slippery model does not suffer a Free Hack when
This may be as simple as being able to read. The player leaving Close combat.
may specify the area of knowledge. The model has a
Q+1 or Q+2 bonus to Q rolls when attempting tasks that Slow -5
involve his area of knowledge. Slow models can only take one movement action in
a turn, regardless of how many available actions they
Sea Legs 3 have. Wagons and cannons are slow.
If the character is fighting on a ship’s deck, he may
negate any Fallen result with a Quality check on a Sneaky 3
single die. This model is adept at finding and utilising cover,
making them harder to spot and target.
Second In Command (2IC) 10 The character treats all cover as if it were one point
This model is the Leader’s ‘right hand man’. If the better: any hit by I or 2 points is considered a miss.
Leader is Out of Action or Killed in Action, the 2IC will
take charge and will get the same abilities as a Leader. Sprint 3
Until their moment comes, an 2IC increases the Q of Once per game, the model can make two moves on a
any friendly figure (not a Leader) within his command single move action. So if a model performs three actions,
range (usually 1 x Long). In some army rosters, the 2IC he could move a total of four moves. His movement rate
will be able to give Group Orders to his designated (Short, Medium or Long) is unaffected.
‘team’ if they are within 1 x Short.
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Steady Under Fire 5
The model has Q+1 on Morale Checks caused by Sword - Rapier 15
shooting (this happens when the force is brought under The professional swordsman’s weapon.
50% strength by shooting). This Q+1 also applies when C+2
the model must make Morale Checks because of the
Fear rule, for example when fired upon by frightening
weapons. Whip 5
The model is armed with a
Strong 3 whip.
The model is unusually strong. He receives a C+1 in
Close combat against any enemy who is not Strong The whip may be used
himself. The model’s movement is not reduced when to disarm, distract or stun
carrying a load or a wounded comrade. He has a C+1 an opponent up to 1 Short
when attempting to bash down a door. away.
23
adjust the ratios.
Scenarios and The attacker has a specific goal for the campaign that
Campaigns he must work through the three games to achieve.
Check the Victory Conditions section, below, to see
Flashing Steel is a skirmish game system with several
how to judge success.
features that allow a narrative, story-telling style of
For your next campaign, swap attacking and defending
play. As you become familiar with the rules, you will
roles. In this way you can build a leader board with
find that you can complete several games in a night.
your friends or club mates.
To breathe extra life into these games you could treat
them as connected parts of a story and play a mini
campaign. Designing Each Game Scenario
The defender can use the following table (or design one
yourself) to find the characteristics of each scenario.
Mini Campaign Structure
A mini campaign is made up of three scenarios or
Roll one dice to find if each entry is in the 1 to 3, or 4 to
game sessions.
6 band. Then roll a second dice to find the specific entry.
One player is termed the ‘attacker’. This player
Roll individually for each column. Feel free to discard
constructs a team that he must preserve and play with
a roll if it comes up with a repeat from a last scenario if
throughout the three games.
you choose.
The second player is the ‘defender’. He too generates
For each scenario you will end up with a Where? a
one or more teams, but he does not have to play with
What? a Why? and a Who?
the same team in every game. In fact it is likely that he
Now you must look at these three sets of information
will have a different team to play with each time.
and work out a story that connects them together.
Each player’s teams should be around 500 points in
For example, in the first scenario you may have rolled
value, using the basic model value, and special rules
A Village, Observe, Duty, Hired Killers. In the second
values. If you feel that this gives one side or the other
scenario you had Smuggler’s cove, Destroy, Surprised,
too much of an advantage, specifically since the attacker
Guardsmen. And in the third and last scenario you had
must carry forward losses to each game, feel free to
24
Courtyard, Meet, Ordered, Hired killers.
The story could run something like this: the attackers Opposition explained
have been sent to spy on a group of hired killers in a Professional(swashbucklers) must have at
village – there they found out the location of where Swordsmen least half of the models with the
the hired killers were importing contraband into the Panache special rule.
country. must have at least half of the
Guardsmen
models with the Guardsman
In the next scene the attackers have travelled to the special rule.
spot where the contraband has been stockpiled. As
Enemies of can be almost anything, but the
they are in the process of burning it (so they start on
the Country important point is that they do
the board) they are surprised by a group of guardsmen
not speak the same language as
who were charged to protect the goods.
the attackers, nor do they dress in
the appropriate fashion, nor have
In the last scene the attacking heroes have been
mannerisms that would allow
specifically told that they have to talk to the hired killers
them to mix easily with local
(so in this case the defender would also carry forward
civilians.
any losses from game 1). However, the whole thing
stinks of betrayal! Someone higher up has set up the Highwaymen may have no more than one
attacking heroes and they must once and for all crush model with the Panache special
the band of killers and find out who the turncoat is that rule, but there is no limitation on
has been controlling them. This means subduing and the other combinations of special
questioning one the defender’s team. rules that can be applied to these
out of work soldiers.
There are no hard and fast rules for this interpretation. Hired must have at least one example
You can take the three groups of clues and weave them Killers of any of the following special
together in any way you choose. rules within the models: Quick
In all cases, though, the defender should design the reactions, Murderous, Knife
campaign. They then have the ability to build in hidden thrower, Follow on.
items and traps, and anything else that may come as an may have no more than one
Regular
exciting discovery for the attacker. Military model with the Panache special
Once the overall objectives are known, both attacker rule, and at least half of the
and defender can build their teams. At this stage the remaining models must all have
defender only needs to tell the attacker the general one of the following special rules:
story and his objectives. He does not have to reveal any Dashing, Impetus, Elite, Fanatic,
clever twists that might come up in play. Gang, Mounted, Ranger, Steady
under fire.
The attacker has no restrictions on his team composition local military forces that usually
and can use any and all of the Special rules for his Militia
have little or no training. At least
models. The defender must use the design principles half of these models must have the
in the scenario set up (who?) to design his teams. The Green special rule.
defender can carry forward only one model from the
first game into the other two games, unless the same Thugs are civilians of the sort that you
group description is indicated. In this case he can use might encounter in a bar fights.
exactly the same team if he chooses. At least half of these models must
have the Gang and Brawler special
Finally, the defender also designs the terrain on the rules, and no member of this team
table for each game. may have Panache.
Fanatics can have either religious or
political motivations. At least half
of this team must have either the
Fanatic or the Hatred special rule.
25
Gypsies are either part of known racial
and social groupings, or they are
To Save A Queen
something like refugees or travelling Example Campaign
performers. Any of the following
special rules must be present in the To Save a Queen is a mini-campaign of three
team: Acrobat, Hawkeye/poacher, swashbuckling scenarios, playable in an evening. Each
Knife thrower, Physician, Sneaky, game should take 45-60min. They are inspired by the
Strong, Tough, Climber. various film versions of the Three Musketeers.
Civilians represent ordinary people not One side plays a group of Musketeers trying to rescue
part of any of the other groupings. the Queen of France. The other side plays the Cardinal’s
As such they may have almost guards. The unique feature of this mini-campaign is
any combination of skills but they that each either side may end up as the aggressor or
may not, under any circumstances defender from one scenario to the next, depending on
have: Duellist, Fearless, Maximise the outcome of the previous scenario.
weapon, Panache, Rapier, or Steady
under fire.
Aristocrats have access to the best education,
food and opportunities so they
have any of the special rules open
to them. At least half a team of
Aristocrats must have the Duellist
special rule.
Pirates are not listed separately as they
can be a mix of any of the above.
You can have an aristocratic pirate,
a thuggish pirate or a fanatical
pirate. The game setting itself will
decide if any models are pirates.
Background
Cardinal Richelieu has persuaded the French King that
the Queen is guilty of treason by means of her love affair
with the Duke of Buckingham. The King has bowed
to the Cardinal’s suggestion that she be imprisoned,
exiled, or both. Richelieu in his cunning has convinced
the king that the task is left to his guards, as the Kings
own Musketeers have shown support for the Queen in
the past.
In scenario 3, the Queen remains on the boat. The second floor is described below.
27
Tricky Quality roll represents him having to “wait until inside the coach, and one of her party is driving. The
she is ready”. remaining figures in her party are on individual horses
All figures on the upper floor are considered to be at accompanying the coach. If you do not have mounted
the “top of the stairs” for combat purposes. figures, then a second figure is riding on top of the coach,
Any recoil result pushes a figure down the stairs, and and the others have gone ahead on foot to reconnoitre.
requires a tricky Q check to avoid falling. They start on the north side of the table edge, on the
road.
The ambushers may be set up anywhere on the south
Banisters side of the bridge. Across the road on their side of the
The stairs have banisters - a figure at the top (but not
bridge they have placed a log to stop the coach. Mounted
with the Queen) may slide down using an action and
models may leap it, but not the coach.
tricky Quality check.
Randomly roll to see which side starts first.
Dovecote
A guard who is on the upper floor (ie at the ‘top of the
stairs”) may “climb” to the dovecote on the roof of the
Victory Conditions
The game ends when the coach has been driven of the
lodge, which is also abstracted. This requires two “move
opposite side of the table. The side that drives the coach
actions”. He may then make a tricky Q roll to write and
off wins, even if there are still opposing figures on it.
send a message to the Cardinal, warning him of the
Musketeers interference. This will have ramifications in
Scenario 3. If he rolls 3 failures on his Q roll, the pigeon
is released but does not reach its destination. Special Rules
Scenario 2: Horse & Coach Movement
Ambush and Ice The roads are icy and slippery, so coach movement is
restricted to medium. Individual mounted may still
If the Musketeers successfully rescued the queen in move at Long.
Scenario 1, they are now taking her by coach to the port
of Calais, where they will put her on a boat to England. River movement and combat
There she will be safe with the Duke of Buckingham. Only foot may move onto the river, which is frozen and
If the Musketeers failed to rescue the queen in Scenario slippery and treated as broken terrain for the purposes
1, the Cardinals guards have been ordered to take the of movement. The slippery ice means a figure on the
queen by coach to Calais, where she is to taken by boat river must make a Difficult Quality check under the
to a secret place of exile and imprisonment. following circumstances:
29
smoked meat, preferably Manatee.
Pirates for Flashing Buccaneers generally started as privateers, but then
Steel slipped away from this legal status and simply became
marauders. The practice of assaulting land installations
is most commonly associated with buccaneers. They
Pirate mark a legal transition state, but in practice they became
Piracy is a criminal activity, synonymous with pirates.
and by this we mean that
violence and other acts
associated with the military
The Spanish Main
In the days of the Spanish New World Empire, the
are carried out by civilians
mainland of the American continent enclosing the
that have no connection to
Caribbean Sea and the Gulf of Mexico was referred to
any legitimate government,
as the Spanish Main. It included present-day Florida,
whether at war or not. In
the east shore of the Gulf of Mexico in Texas, Mexico,
many, but by no means all, cases the pirates considered
Central America and the north coast of South America.
themselves true patriots and only attacked perceived
In particular, the term is most strongly associated with
enemies of their country, though they had no authority
that stretch of the Caribbean coastline that runs from the
to do so. Other pirates were simply outlaws, preying on
ports of Porto Bello on the Isthmus of Darien, through
‘friendly’ and foreign shipping alike.
Cartagena de Indias in New Granada, and Maracaibo to
Tales of honour and of treating prisoners decently is
the Orinoco delta. Veracruz in New Spain was another
the exception rather than the rule. These were brutal
major port.
times, and pirates were generally the result of brutal
upbringing and treatment: mercy was not high on their
From the 16th to the early 19th century, the Spanish
priority list.
Main was the point of departure for enormous wealth
that was shipped back to Spain in the form of gold,
Privateer silver, gems, spices, hardwoods, hides and other riches.
A privateer was a private person or ship authorized Silver in the form of pieces of eight was brought to the
by a government by letters of marque to attack foreign Spanish Main by llama and mule train from Potosí via
shipping during wartime. Privateering was a way of the Pacific coast, while wares from the Far East that had
mobilizing armed ships and sailors without having arrived at Acapulco on the Manila Galleons, were also
to spend public money or commit naval officers. They then transported overland to the Spanish Main. From
were of great benefit to a smaller naval power or one there they were shipped to Spain by Spanish treasure
facing an enemy dependent on trade: they disrupted fleets.
commerce and pressured the enemy to deploy warships
to protect merchant trade against commerce raiders. Due to the tremendous riches which were shipped
They were, essentially, a Renaissance-era equivalent to from it, the Spanish Main was ripe territory for pirates
the corporate and independent “military contractors” and privateers. [Wikipedia.org]
of today. [Wikipedia.org]
While this neat description seems to make it all clear,
the position of piracy, privateering and government-
sponsored military action was very much in the eye of
beholder. Sir Francis Drake, for example, was an official
privateer and an English national hero to boot for his
actions against Spain in the late 1500’s. To the Spanish
he was simply a pirate that preyed on the innocent at
sea.
Buccaneer
The word buccaneer is derived from the French
“boucanier”, which roughly translates as “someone
who smokes meat” and which in turn comes from
the native American “bukan”. The Caribbean Arawak
used this word to describe a sort of grill on which they
30
Famous Elizabethan John Calles – English Pirate
and Religious Wars
Cost 81
Pirates (late 1400’s Quality 4
Combat 3
to early 1600’s) Special rules
Follow on, Gang, Hawkeye, Leader, Musket
At this time the world superpower was Spain, and the – light, Sea legs, Sword – other.
objectives of the lesser powers (England, France, Dutch
Republic, and Denmark) were to disrupt their trade Operating along the Welsh coast against local
routes and generally distract them from consolidation. shipping, Calles was a notorious outlaw, causing
Spain had the incredibly rich gold and silver fields of considerable havoc until he was captured and hanged by
the New World to draw upon. Fortunes were to be order of Queen Elizabeth.
made by ‘gentlemen adventurers’ by intercepting these
convoys.
By the end of this period, France was emerging as a
Sir Francis Drake – English Privateer
significant power, and competition in the American Cost 115
colonies was heating up. Quality 3
Combat 4
Nathaniel Butler - English Privateer Special rules
Dashing, Duelist, Leader, Multiple foes,
Cost 64 Panache, Sea legs, Sword –
Quality 4 rapier.
Combat 3
Special rules If anyone can lay claim to having
Leader, Physician, Sea legs, Steady under made the reputation of England on
fire, Sword – rapier. the High Seas, it would have to be
Drake. He was a privateer against
After a sailing career in the service of the Earl of Spain in the service of Elizabeth,
Warwick, Butler was appointed governor of Bermuda a slaver, shrewd businessman and
in the early 1600’s. From this base he influenced the astute politician. He led the first
architecture and commerce of the island, travelling north English circumnavigation of the
to lodge a report on the Virginia colony in America. world in 1577 to 1580. He was
He also mounted privateering expeditions all along the second-in-command of the English
Spanish Main. fleet against the Spanish Armada in 1588, subordinate
only to Charles Howard and the Queen herself. He died of
Jan de Bouff - dysentery in January 1596 after unsuccessfully attacking
San Juan, Puerto Rico.
Dutch Renegade Privateer
Cost 90 Peter Easton - English Pirate
Quality 4
Combat 3 Cost 95
Special rules Quality 5
Brawler, Leader, Murderous, Musket – light, Combat 3
Sword – rapier. Special rules
Danger sense, Hero, Leader, Murderous,
During the Dutch Wars of Independence (aka the Musket – heavy, Pike, Pugilist, Sword – other.
80 Years War) Jan de Bouff entered service with the
Hapsburgs (who were allied with Spain attempting An English pirate that preyed mostly along the
to subdue the rebellious provinces) and raided his American coast. In 1611 he had forty vessels under his
countrymen’s’ shipping along the Dunkirk coast. command. A year later, in 1613, he joined the English
pirates who had established themselves at Mamora on the
Barbary coast.
31
knighted. In 1604 he became Member of Parliament for
Plymouth and Vice-Admiral of Devon, where the coast
Daniel Elfrith - English Privateer was swarming with pirates. In 1620 to 1621 he was vice-
Cost 50 admiral, under Sir Robert Mansell of the fleet sent into
Quality 4 the Mediterranean to reduce the Algerian corsairs. He
Combat 2 died in London on 17 April 1622.
Special rules
Elite, Leader, Quick reactions, Sea legs, Sword
– other. John Nutt - English Pirate
Cost 72
Elfrith was involved in privateering expeditions
Quality 5
against the Spanish from his base in Bermuda. He was Combat 3
particularly known for capturing Spanish slave ships Special rules
bound for the Spanish Main and selling the slaves himself Hero, Musket – light, Passing strike, Pistol,
to rival colonies in the Caribbean and the American Sword – other.
colonies.
Nutt pirate preyed on French shipping along the
Canadian coast. He was captured 1623 by the English
Sir Martin Frobisher – authorities, but after having ‘bought’ a pardon, was
English Privateer released again.
Cost 65
Quality 5 Grace O’Malley - Irish Pirate
Combat 2
Special rules Cost 80
Fanatic (against the enemies of England: Spain Quality 5
and France), Leader, Panache, Sea legs, Sword Combat 3
– rapier. Special rules
Danger sense, Hero, Leader, Multiple foes,
Frobisher is famous for his failed expeditions to find Sword – rapier.
the Northwest Passage. Instead he returned with several
hundred tons of Fool’s Gold, the first shipment of which Grace is commonly known by her nickname Granuaile
he actually managed to sell. As a privateer he acted or Gráinne Mhaol. During the time of the English
against the French, and later captained a ship during the conquest of Ireland, she raided along the Irish coast, and
Spanish Armada crisis. imported Scots mercenaries to help.
35
Navy ship ‘the Swallow’ tracked him to Parrot Island.
Famous Pirates of the Abandoning their shore camp, cutting cables and making
for deep water, Black Bart found that his early-woken
Age of Reason crew was still partially drunk. In the resulting sea battle
(1700 to 1800) he was killed by grape-shot.
The incremental changes in shipping and gunnery John Bowen - English Pirate
technology kept pace with the developing social
revolutions. By now, pirates were almost universally Cost 77
considered no more than seaborne bandits, though a Quality 5
few clung to some romantic notions. Few governments Combat 3
pretended that the pirates were useful or under control Special rules
for commerce raiding purposes. Dashing, Pistol, Double pistols, Follow on,
Gang, Knife thrower, Physician, Second in
The fantasy movie series Pirates of the Caribbean is
command, Sword – other.
based in this period.
The practice of this South Sea pirate extended from
Black Bart Madagascar to Bengal. He commanded a good ship,
(Bartholomew the Speaker, a French vessel, owned by an English
company interested in the slave trade, which Bowen
Roberts) had captured by a cunning ruse. He afterwards lost his
-Welsh Pirate ship off Mauritius, but was well treated by the Dutch
Governor, who supplied doctors, medicine, and food to the
Cost 84 shipwrecked pirates. After three months’ hospitality on
Quality 4 the island, Bowen procured a sloop, and in March, 1701,
Combat 4 sailed for Madagascar.
Special rules He then engaged in a lively and successful career in
Double pistols, pirating, eventually retiring to Mauritius a rich man.
Duelist, Leader,
Sea legs, Pistol,
Sword – other, Black Bellamy (Samuel Bellamy) -
Scholar. English Pirate
By the simple Cost 88
measure of number of Quality 3
ships taken or sunk, Combat 2
Black Bart is the Special rules
greatest pirate of all Duelist, Leader, Lucky Tattoo, Maximise
time with a score of weapon, Panache, Scholar, Sea legs, Sword –
over 400. The only rapier.
man who can be said to rival him is Sir Henry Morgan,
but Morgan, although in some ways an unmitigated Though his known career as a pirate captain lasted
blackguard, was a man of much greater breadth of outlook little more than a year, Bellamy and his crew captured
than Roberts ever was, and Morgan, moreover, was a more than 50 ships before his death at age 28. Called
buccaneer rather than a pirate. “Black Sam” in Cape Cod folklore because he eschewed
Black Bart looked the very part of a pirate when the fashionable powdered wig in favour of tying back
dressed for action. A tall, dark man, he used to wear a his long black hair with a simple band, Bellamy became
rich damask waistcoat and breeches, a red feather in his known for his mercy and generosity toward those he
cap, a gold chain round his neck with a large diamond captured on his raids. This reputation gained him the
cross dangling from it, a sword in his hand, and two pairs second nickname of the “Prince of Pirates,” and his crew
of pistols hanging at the end of a silk sling flung over his called themselves “Robin Hood’s Men.”
shoulders. He banned drinking, gambling and women
aboard ship, and was said to be deeply religious.
He raided Portuguese, Dutch, Spanish and English
shipping and settlements equally until the Royal
36
Blackbeard (Edward Teach or Thatch)
Anne Bonney (Anne Cormac)
- English Pirate
- Irish Pirate
Cost 93
Quality 5
Combat 2
Special rules
Blur of steel, Climber, Eager, Fearless, Hatred
(government forces), Hero, Murderous, Pistol,
Second in command, Sword – other.
Cost 115
Quality 5
Combat 5
Special rules
Dashing, Pistol,Double pistols, Fear, Fearless,
Follow on, Leader, Panache, Parrot, Pistol, Sea
legs, Sword – other.
37
elected flamboyant Calico Jack to be their captain in his
Edward England – English Pirate place. From this time on Calico Jack raided small ships
all along the American East coast and the Caribbean. In
Cost 75 1720 a battle with American ships when poorly and after
Quality 5
a short fight Rackam surrendered, and was conveyed to
Combat 2
Special rules Port Royal. He was hanged on November 17th, 1720, at
Gang, Maximise weapon, Multiple foes, Musket Gallows Point, at Port Royal, Jamaica.
– flintlock, Ranger, Second in command, Sword
– other. Mary Read - English Pirate
Sailing in 1718 as mate in a sloop from Jamaica, he Cost 78
was taken prisoner by pirates, whom he joined, and was Quality 5
given the command of a vessel. In this ship he sailed to Combat 2
the coast of West Africa, where he preyed on shipping Special rules
of all nations. In 1720 he rounded the Cape of Good Blur of steel, Fearless, Great defense, Hero,
Hope and made for Madagascar, provisioned, and then Murderous, Pistol, Sword – other.
preyed on shipping in the Indian Ocean. His crew had
complained of his weakness, or mercy, on many occasions
and eventually they mutinied and marooned him on
Mauritius along with three of his companions. Here they
built a boat, sailed to Madagascar and, when last heard
of, they were living on the charity of some other pirates.
39
A Flashing Steel - Quick Reference Sheet a
Activation Table Close combat modifiers
1 1 Failure Model performs no action; player may In contact with more -1 per extra enemy
nominate another model and try to than one enemy (including those Fallen)
activate it
Mounted vs. foot +1
1 1 Success Model performs one action, then player
nominates another model and rolls to Attacking prone opponent +1
activate it
Defending obstacle +1
2 1 Success Model performs one action, then player
1 Failure nominates another model and rolls to Defending higher ground +1
activate it
Ambushing +1
2 2 Model performs 2 actions, then player
Successes nominates another model and rolls to Strong attack -1 on opponent’s Combat
activate it
Attacking Fallen, Shaken +2 and any hit is Lethal
2 or 2 or 3 Model performs no actions, play passes
or Out of Action opponent
3 failures to the opponent
3 1 Success Model performs one action, then play Ranged combat modifiers
2 Failures passes to the opponent
Weapon modifier Check Special
3 2 Model performs 2 actions, then player Rules
Successes nominates another model and rolls to
1 Failure activate it Firing and moving in same action -1
3 3 Model performs 3 actions, after that the Speculative Fire (target hidden) -3
Successes player nominates another model and rolls
Target has Cover -1
to activate it
Target has Cover (in dense terrain) -2
Tricky Task 1 Success required
Target Prone (no modifier if within -1
Difficult Task 2 Successes required
Short range)
Very Difficult Task 3 Successes required
Target is Fallen, Shaken or Out of +2 and any hit is
Action Lethal
Swashbuckling Results
Firing from Ambush position +1 on first attack
Result Consequence only
If the result is a Tie The model initiating the non-lethal +1
Target is bigger than man-sized
attack succeeds in doing what was
declared, but the target successfully Aimed shot -1 to opponent’s
evades, or was otherwise unaffected. C