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1
Fire and Fury: RQ Optional Modifications and Rules
The following modifications to existing F&F rules extend basic game mechanics and concepts. They reward various troop types,
increasing the overall realism of the game.
Crack/Elite units can deploy or redeploy line and still move a half move
Veteran units deploy or redeploy line and still move a quarter move
Passage of Lines Penalty: Passing through friendly stands will still cost 3MP for the moving unit but in addition there is a 30%
chance that either or both units will become disordered based on troop quality.
• Crack/Elite units need not roll.
• Veteran units may pass through only on a ‘Well-Handled’ result without rolling. If being passed through, however, they must roll
>3 on 1d10 or be Disordered.
• Green units must be ‘Well-Handled’ and roll a >3 on 1d10 to not be Disordered whether passing or being passed through.
• Militia units may not pass through and will automatically be Disordered if passed through.
Horse Artillery can move half and unlimber as a single action. This means they can move/unlimber/fire.
Charges:
Multi Brigade Charge Modifiers: When an attacker makes a charge with multiple regiments he must declare a ‘primary’ unit. This
must be the brigade with the most stands in contact with the target brigade and/or attacking nearest the front facing of the target. This
‘primary’ brigade will be from whence the attacker draws all charge modifiers. Conversely, the defender’s modifiers will be drawn
from the targeted brigade.
Charge results where losses are incurred will apply only to the ‘side’ never to each brigade involved. This is a change from the FAQ
and gets rid of a penalty on using multiple brigades. It should be used in conjunction with the addition of another stand’s loss on
differences of three and higher on the charge table.
Hasty charge: Any unit that charges an enemy that they cannot trace LOS to at the start of their maneuver receives a –1 to there
charge score.
Troop Quality and Charges: For every difference of two (2) between the opposing sides troop quality in a charge, a +1 is given to
the superior grade of troop.
1
Exotic Optional Rules:
These rules vastly change the game and should be used only with complete understanding by both parties.
Breaking a Charge:
If the defender can cause at least 2 stands worth of casualties the attacker must make a roll to continue the charge. If failed,
the attacker withdraws to cover in disorder.
Detachment of Regiments:
Any number of separate stands can be detached from a maneuver element during the attach/detach phase. This represents a
number of regiments being utilized independently. The resulting formations are rolled for as individual units on the maneuver table.
Detached elements operate at the strength level of their parent brigade but both are limited to legal formations for the number of actual
stands involved. Detached regiments (the ones without the brigade colors) suffer a –1 Maneuver penalty but act as normal brigades
and can be removed if reduced to one stand. As stands from detached regiments are removed from play, the parent brigade is assumed
reduced to the appropriate strength level (worn/spent) based on the total number of stands still in play. Detached elements are
considered rejoined at the moment movement brings the stands of the parent into contact.
Attachment of Regiments:
Separate stands from brigades that have been reduced through casualties to “spent” can be amalgamated into a single brigade.
The newly formed brigade has a troop level of “worn” no matter how many stands are folded into it. The Troop Quality of the new
Brigade is the lower of two equals or the quality of the brigade providing at least 2/3 of the resulting new unit. Replace the colors
stand of one of the brigades with a regular stand to denote the new status.
2
Regimental Quarters: Fire & Fury Player’s Card 1
Battery silenced
Deadly Fire-
Telling Fire-
Lively Fire-
Smoothbore 10 / 10 4/3 3/2 2/1
No Effect
Rifled Arty 5 / 4 4/4 6/7 4/3
Charge Table +7 or
more
disordered/silenced. One troop stand captured and one skedaddles.
A leader and a battery, if present, is captured. An additional troop
stand is captured for each die result point difference over 10.
Attackers break through and must continue to charge a ½ move
toward the nearest enemy with the “breakthrough” modifier.
+1 .... Attached Ldrs, or exceptional Brigade
commander Driven Back! - Defenders retreat disordered/silenced beyond
enemy musket range. One stand skedaddles. Part of a battery if
+2 .... Fresh troops +4,+5,+6 present is captured (mark one gun stand ‘damaged’).
+1 .... Confederates charging Attackers either carry the position, or may continue to charge a ½
+1 .... Mounted Cavalry move toward the nearest enemy with the “breakthrough” modifier.
+1 .... Supported Hard Pressed! - Defending brigades are disordered and retreat
+1 .... Breakthrough charge +1,+2,+3 2” from the enemy. Batteries are silenced and retreat beyond enemy
-1 .... Outnumbered by 3/2 musket range. Attackers carry the position.
-2 .... Outnumbered by 2/1
-3 .... Outnumbered by 3/1 or more A Desperate Struggle! - Both sides are disordered and lose 1
0 stand of troops or guns. Continue charge combat and roll again with
-1 .... Disordered new modifiers.
-1 .... Low on Ammunition
-1 .... for each stand lost during current Assault Checked! - Attackers are disordered and retreat 2” from
-1,-2,-3 the enemy.
firephase
+1 .... Defending favorable ground: Attack Falters! - Attackers retreat in disorder beyond enemy
.... ...hilltop, ford, woods, sunken road,
-4,-5,-6 musket range and 1 stand skedaddles.
stone wall, breastworks Charge Repulsed! - Attackers retreat a full move in disorder
+3 .... Defending trenches -7 or and 1 stand skedaddles. One leader, if present, and a stand of
-3 .... Defender outflanked less troops are captured. An additional stand is captured for each die
result point difference over 10.
2
Regimental Quarters: Fire & Fury Player’s Card 2
Maneuver Table Good Order
Troops
Disorder
Silenced
0 or Retire - Brigade retreats a full Quits the Field - The entire Quits the Field -
move. brigade skedaddles and is Silenced gun is lost
less removed from play
+1 .... For each detached
corps or division
leader within Disengage - Brigade retreats Broken - Brigade retreats a Broken - Silenced gun
1,2 beyond enemy musket full move in disorder and one retreats full move.
command radius. range. stand skedaddles
(+2 if exceptional.)
+2 .... For each attached
corps or division Hold Ground - cannot move Wavering - Brigade holds Wavering - Silenced gun
3,4 or change formation. ground in disorder. remains silenced.
leader within
command radius.
(+3 if exceptional.) Shaken - Silenced gun
+1 .... Exceptional Tardy - Brigade moves ½ and Shaken - Brigade rallies and returns to good order but
5,6 cannot change formation. holds ground. cannot change modes or
brigade
move.
commander.
+1 .... In column Well-handled - Brigade Rally - Brigade rallies and may Rally - Silenced gun
formation (FC or 7,8,9 conducts normal movement move ½ but cannot change returns to good order,
MC). and can change formation. formation. can limber/unlimber but
+2 .... Fresh troops not move.
-2 .... Spent troops Quick-time - Brigade may Rally with Elan - Brigade Rally with Elan -
10 or move full and an additional 4” rallies and may move Silenced gun returns to
more of movement. normally or change good order and may act
formation. normally.
Die
Fallen Leader Out of Ammunition
Roll
3
Fire & Fury Formations & Maneuvers
Line of Battle (LB)
Supported Line of Battle (SB)
• Second line must be within 1” of the first line. (p23)
• Both lines should be even or only a one stand difference.
• Only first line may fire, except in a charge.
• +1 bonus in charge combat.
Field Column (FC)
• Must have at least 5 stands @ 2 stands wide. (p24)
• Costs ½ movement to form from LB or MC.
• May freely change facing. (Does not “wheel”.)
• Only first line may fire.
• +1 bonus on Manuver Table.
• +1 bonus in charge combat.
About Face
• Full movement
• +1 when fired at
Wheel
4
Fire and Fury
Outnumbering Table
«1” wide»
45° »
30°
Fire & Fury
Cannon Template
Musketry Template
Fire & Fury
Fire Fury: Ratio Table
Lesser Force
2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
3 1.50
4 2.00 1.33
5 2.50 1.67 1.25 Even Odds (No Charge Modifier)
6 3.00 2.00 1.50 1.20 3/2 Odds (-1 Charge Modifier)
7 3.50 2.33 1.75 1.40 1.17 2/1 Odds (-2 Charge Modifier)
8 4.00 2.67 2.00 1.60 1.33 1.14 3/1 Odds (-3 Charge Modifier)
9 4.50 3.00 2.25 1.80 1.50 1.29 1.13
10 5.00 3.33 2.50 2.00 1.67 1.43 1.25 1.11
11 5.50 3.67 2.75 2.20 1.83 1.57 1.38 1.22 1.10
12 6.00 4.00 3.00 2.40 2.00 1.71 1.50 1.33 1.20 1.09
13 6.50 4.33 3.25 2.60 2.17 1.86 1.63 1.44 1.30 1.18 1.08
14 7.00 4.67 3.50 2.80 2.33 2.00 1.75 1.56 1.40 1.27 1.17 1.08
15 7.50 5.00 3.75 3.00 2.50 2.14 1.88 1.67 1.50 1.36 1.25 1.15 1.07
Greater Force
16 8.00 5.33 4.00 3.20 2.67 2.29 2.00 1.78 1.60 1.45 1.33 1.23 1.14 1.07
17 8.50 5.67 4.25 3.40 2.83 2.43 2.13 1.89 1.70 1.55 1.42 1.31 1.21 1.13 1.06
18 9.00 6.00 4.50 3.60 3.00 2.57 2.25 2.00 1.80 1.64 1.50 1.38 1.29 1.20 1.13 1.06
19 9.50 6.33 4.75 3.80 3.17 2.71 2.38 2.11 1.90 1.73 1.58 1.46 1.36 1.27 1.19 1.12 1.06
20 10.00 6.67 5.00 4.00 3.33 2.86 2.50 2.22 2.00 1.82 1.67 1.54 1.43 1.33 1.25 1.18 1.11 1.05
21 10.50 7.00 5.25 4.20 3.50 3.00 2.63 2.33 2.10 1.91 1.75 1.62 1.50 1.40 1.31 1.24 1.17 1.11
22 11.00 7.33 5.50 4.40 3.67 3.14 2.75 2.44 2.20 2.00 1.83 1.69 1.57 1.47 1.38 1.29 1.22 1.16
23 11.50 7.67 5.75 4.60 3.83 3.29 2.88 2.56 2.30 2.09 1.92 1.77 1.64 1.53 1.44 1.35 1.28 1.21
24 12.00 8.00 6.00 4.80 4.00 3.43 3.00 2.67 2.40 2.18 2.00 1.85 1.71 1.60 1.50 1.41 1.33 1.26
25 12.50 8.33 6.25 5.00 4.17 3.57 3.13 2.78 2.50 2.27 2.08 1.92 1.79 1.67 1.56 1.47 1.39 1.32
26 13.00 8.67 6.50 5.20 4.33 3.71 3.25 2.89 2.60 2.36 2.17 2.00 1.86 1.73 1.63 1.53 1.44 1.37
27 13.50 9.00 6.75 5.40 4.50 3.86 3.38 3.00 2.70 2.45 2.25 2.08 1.93 1.80 1.69 1.59 1.50 1.42
28 14.00 9.33 7.00 5.60 4.67 4.00 3.50 3.11 2.80 2.55 2.33 2.15 2.00 1.87 1.75 1.65 1.56 1.47
29 14.50 9.67 7.25 5.80 4.83 4.14 3.63 3.22 2.90 2.64 2.42 2.23 2.07 1.93 1.81 1.71 1.61 1.53
30 15.00 10.00 7.50 6.00 5.00 4.29 3.75 3.33 3.00 2.73 2.50 2.31 2.14 2.00 1.88 1.76 1.67 1.58