Brink of Battle PDF

May 13, 2019 | Author: colinbun | Category: Gunpowder, Firearms, Military, Armed Conflict, Leisure
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Short Description

Generic skirmish level wargames...



Robert A. Faust Cover & Interior Art

Gilbert Leiker

Diagrams & Graphic Design

 Alan Washburn Washburn

Final Proof & Editing

Robert & Jenanne Faust

Dedication  This book is first first dedicated to my beloved wife Jenanne. Your love, support, support, and patience made this possible. possible. Thank you. you.  And this work is is also dedicated in memoriam memoriam to Chief Master Sergeant Sergeant of the Air Force Kai Kai P. P. Jensen Jensen (retired). (retired). I miss miss you Chief.

My Thanks to the Following Playtesters First Born Gaming Scott Cooksley Charles McCall  Joe Chinnici Dan Hart  Alan Washburn Central California Crew Drew Davies Bob Prichard  James “Ghengis Cam” Harper Harper  Tom Davidson

Other Supportive Friends

Gilbert Leiker Scott Harper Mike Todd  Jim Mason Dave Phillips Sean McPhail  John Douglass Brad Daeda  Ted Elsner  And to our dog dog Memphis –  for  for constantly distracting me from this project for the last six years…you‟re my Doggy Bingo!

Boring Legal Stuff Brink of Battle: Skirmish Skirmish Gaming through the Ages is © Robert A. Faust 2012. Based wholly on previous work work entitled Strike Force Commander © Robert A. Faust 2010. Both versions of this work are registered registered within the United United States and worldwide by treaty. treaty. Brink of Battle, Battle, Brink of Battle: Skirmish Skirmish Gaming through the Ages, Strategic Elite and all symbols, logos, diagrams and art work contained in or on this work or its cover are trademarks of Robert A. Faust and Strategic Elite, all Rights Reserved. No part of this publication may be reproduced, reproduced, stored in a retrieval system, or transmitted, in any form or by any means without the prior written consent of the publisher, Robert A. Faust, nor be otherwise circulated circulated in any form other than that that in which it was originally printed printed and purchased. All artwork and diagrams herein were produced voluntarily or as work for hire and are exclusively owned by Robert A. Faust & Strategic Elite.

Designer’s Commentary I‟ll be honest; I‟m not a fan of „forwards‟ or „prefaces‟. So, if you don‟t don‟t read this I‟ll certainly understand. understand. But, if you do, I want to give you some insight to help you better understand the why‟s and wherefore‟s of this body of  work.

In the Beginning….. Like most authors of new rules sets, I was unsatisfied at the time this project started six years ago. Our First First Born Gaming group group in Reno was playing a campaign system I‟d  written for Operation Operation Husky, during during WW2. My 15mm Fallschirmjager were dying on the  vine it seemed, and I had an itch to play them in 28mm 28mm instead. My thinking thinking was that that I  would do better with small, man-to-man level skirmishes than I was doing at the Company level we were playing.

rules were of two overall types: either too loose and vague, or way too pedantic and unplayable. Not only that, I didn‟t find any that dealt with individual models working together but without the exacting cohesion of „units‟. Some were bogged down with lists of modifiers while others were nigh unreadable. It was time to write my own take on the subject.

 They said it couldn’t be done done  When I realized that my system would also  work for other eras, I began to tread on dangerous ground. Many comments from gamers on various forums indicated a type of closed mindedness to the concept that conflicts in different eras could be represented by a single game system without losing the „feel‟ of that period‟s period‟s brand brand of fighting. fighting. Complaints that previous attempts by other authors failed to deliver enough granularity for their favorite period or conflict were rampant. Other comments comments were were akin to „best of luck to you, if you don‟t get eaten by the critics‟.

I made a comment to my friend, John Douglass, that I‟d like to play a game like that, and asked if he knew of any decent rules for that level and period. He didn‟t. But then he told me that I had the skills to write those rules, and that I should. When I mentioned this conversation to Charles, he added a supportive supportive, “Well, duh!”  Always supportive that Chas…

So with that in mind I set out to do three things. You will have to to be the judge of how how close I came to these objectives.

Money spent, time wasted

Playable games get played

Before committing my ideas to paper, I decided to search the market for a sufficient set of rules that would let us play the games  we wanted. Sixty some dollars and a couple of months later, I found historical „skirmish‟

I‟ve always held that no matter how historic ally accurate a game system is, if it isn‟t playable it‟s of little use as a game. game. Too often  with historical rules, the author will lean heavily on the „reality‟ and not enough on the

„playability‟. I discovered this in my quest for that balance. It is this balance of „playable realism‟ that Brink of Battle strives to deliver.  You won‟t find that this game counts bullets and biscuits. Nor will it engage in fruitless historical debates over details that don‟t add to the enjoyment of miniatures wargaming.  Those arguments are best had off the tabletop and with sufficient amounts of high quality bourbon.

Instead, Brink of Battle puts the onus of historical accuracy on the players. Each player will have his interpretation of the „facts‟ of the historical troops he‟s trying to represent. No army lists to dictate to players how they are supposed to build their forces.  There is room here for enough individuality and interpretation of troops that each player should find a satisfactory representation of  what he thinks those troops would be like.  At the same time, the rules give you the ability to represent historical forces with enough granularity that it keeps from becoming generic or bland.

Dynamic Tension My theory is that dynamic tension is at the heart of every exciting wargame. Without this element, many games turn out more like simulations and leave the players with a lackluster result.  Two aspects of Brink of Battle are designed to ramp up the dynamic tension. The first is alternating actions. Back in early 2006 when development started, this was not as common a game mechanic as it is now, six years later.  This not only keeps both players involved in

the game, but it also creates new tactical opportunities and decisions with each action.  The second aspect is the ability to interrupt an action and allow the opposing player to throw a wrench in the works. This changes the tempo of play which can crank up the tension.

Intuitive Elegance I‟m not a fan of book keeping; especially during my free time. With that in mind, these rules are written with clarity in mind. This clarity prevents ambiguous abuse at the hands of less sporting fellows, and helps the reader adapt to some concepts of play that may be new to them.

Modifiers are simple, and bean counting is kept at a minimum. This shifts the emphasis of play over to strategic decision making and the fateful result of the dice, rather than bogging play down with endless reference to charts and tables.

Sharp end of the spear It may be true that no plan survives contact  with the enemy. It could also be said that no rules set survives contact with its players. Only time will tell if this grand experiment has accomplished the three aforementioned objectives. Thanks for playing.

Noch Weiter! 

Robert A. Faust February 2012


 Table of Contents

Player Briefing .......................................................................... 2 Game Overview ........................................................................ 3 Battle Forces ............................................................................. 5 Gaming Standards ................................................................... 6 Models ...................................................................................... 10 Building Your Battle Force ................................................. 15  The Turn Sequence. .............................................................. 22 Effects Of Terrain ................................................................. 32  Action Maneuvers .................................................................. 37 Combat Actions ..................................................................... 44 Battlefield Psychology .......................................................... 67  Traits ......................................................................................... 71 Gear ........................................................................................... 88 Cavalry ....................................................................................106 Dogs Of War .........................................................................111 Missions .................................................................................113 Campaign Games ................................................................120


BRINK OF BATTLE These rules govern the way the game is played, including how to set up your forces and tabletop to recreate the troops and battlefields of your chosen historical period. It is important to read all of the rules  to fully understand the game, how it is to be played, and what you can and cannot do in a battle.

PLAYER BRIEFING Welcome to Brink of Battle. This is your introduction to this game and its component parts. What follows is your “player briefing” that will explain the key concepts and give you a basic understanding of this wargame system. This will help to set the stage for the main rules that will come later.

 You’re in the Commander’s Boots The most enjoyable aspect of miniature wargaming is not found in recreating what actually happened in the real historical battles. Perhaps it is for some, but for the rest of us the real joy of this hobby comes from preparing your forces and putting yourself in the Commander‟s boots to see if your stratagems, tactics, and ploys will win your forces the day, or allow you to snatch defeat out of the jaws of victory!

Brink of Battle, hereafter abbreviated BoB, is a man-to-man historical skirmish wargame that uses model soldiers and scenery to recreate small unit battles throughout history.

 Veterans & Raw Recruits  What You Will Need to Play

If you are already a veteran of miniature wargaming, then you can skip ahead to the section entitled „Game Overview‟. If you have never played a miniatures wargame before, then start by reading the next section, „Sound the Muster!‟ to get a better idea of what to expect and what you will need to play.

In addition to this rule set, you will need the following items to play this game: 

Sound the Muster! What is a miniatures wargame? Simply put, it is a game between two or more players that uses model soldiers and scenery pieces to represent the troops and battlefields of history on a game board.

Players use models that look like the real soldiers from history that they represent. For example, if a player wants to recreate the battles of ancient Sparta, he would use figurines modeled on these ancient Greek warriors as playing pieces on the tabletop. 

Players assemble the figurines they need to create their small skirmishing band of soldiers, set up a game board with miniature buildings, hills, forests, and other terrain features, and take turns moving and fighting with their models.


Toy Soldiers  –  Yes, you can call them models or figurines, or military miniatures, but at the end of the day we play with Toy Soldiers. You can find these from many different distributors online or at your local brick and mortar game store. You will need a minimum of 3 models up to a maximum of 20. A game board – BoB is best played on a square table top or board made from a hard substance that will support your models and scenery. The size of your board can range from as small as a 2‟x2‟ surface to as large as a 4‟x4‟ one, but larger than this alters the feel of a small unit action game. Dice – BoB uses ten sided dice to make all of the rolls necessary to simulate the randomness of life in combat. This is a polyhedral dice that is numbered from 1 to 10. This is often referred to as a „d10‟, meaning that it is a die with ten sides.

BRINK OF BATTLE Players may want to have more than one ten sided die available to them, as they may at times roll more than one and take the highest result. 


Measuring tape or ruler   –  All movement, shooting, and other tabletop measurements are done in inches. Players will need a tape measure, ruler, or other device that can measure these units. Since some of the distances in this game are rather large, having at least one tape measure that spans the table top would be advised. A laser pointer may be helpful for determining Line of Sight, abbreviated as LoS.

 As previously stated, Br ink of Battle is a skirmish wargame designed for use with historical miniatures. It is played on a tabletop between two or more players. Each player controls his „battle force‟ of between 3 and 20 individual models representative of actual soldiers from a predetermined historical period. Each model soldier represents a single member of the Battle Force to which he belongs. Each Battle Force represents a select grouping of troops put together to fight against an enemy in a small skirmish action or commando raid.

Model scenery  –  A flat tabletop is no kind of fun. Nor is it representative of the varied types of terrain the battlefields of history have to offer. Players can either purchase readymade model trees, hills, rivers, buildings, etc., or learn to build them from scratch.

Historical Revision The game is designed to allow players to pick a single year   from history and build their forces around the real soldiers of that time and location. For example, players could choose the year 480 BC and fight with ancient Greek or Persian forces. They could pick 1525 and fight battles during the Italian Wars of the Renaissance. Or, they could choose 1943 and recreate skirmish engagements on Sicily during Operation Husky.

Paper & Pencil/Pen  –  You will need to do some minor record keeping as you assemble the troops under your command and keep track of their abilities in the game. Tokens  –  You will need some small markers to use as Action Tokens during play, as well as Smoke Tokens/Markers, and Broken Tokens. You will also need some marker or token to indicate which player has the Edge and the Break for the Turn.

 As you can see, the whole of human history is at your fingertips! Now you just gather the guts, grunts, and gear needed to tip the scales of conflict in your favor.

History Divided

An opponent  –  While BoB is suited to solo play with its opposed die roll mechanics, it was designed to be played by two or more people. Find a friend and prep your troops!

Brink of Battle looks at history a bit differently than other historical wargames. Instead of limiting players to a single period of conflict or particular war, BoB divides human history into three broad bands or Periods. Players pick a Period, then a specific year within that Period to use as the setting for their games.


BRINK OF BATTLE These Periods are defined by the way in which the majority of armed conflicts were resolved. In other words, in ancient times, hitting another guy with a hand held weapon worked just as often as it did in the middle ages. Since close quarters fighting settled most disputes in those times, they are grouped together in the same Period.  As the use of firearms became more prevalent, the nature of warfare changed again; and so we have a Period for that type of fighting as well. This line of thinking continues to the present day period of contemporary weapons and tactics.

 As a result, Period 2 is called the Early Modern period and goes from 1450 to 1880 AD.

Period 3 –  Modern  Modern The third and final historical era picks up with the widespread use of smokeless gunpowder and the invention of metallic cartridge ammunition. This is Period 3, the Modern period.

Period 1 –  Ancient/Medieval   Ancient/Medieval 

With the advent of these changes to firearms, the very nature of warfare accelerated dramatically. This period period sees the development of serious firepower and economy of force.

Period 1 covers the span of history between somewhere around 3000 BC through 1450  AD. Most conflicts during these years are solved with weapons and armor that are very similar to each other. A Spartan soldier soldier in full kit fighting with his spear and shield is only truly different from a medieval English spearman in his training, experience, and fighting ability. Shock assaults supported by bow or crossbow fire define this period best.

Period 3 starts in 1880 and goes through to the present day.

 The Game Turn Brink of Battle attempts to capture the chaotic nature of small skirmish battles. In doing so, it uses a game system of alternating actions between opponents. It is easy to learn, learn, yet difficult to master because no two games will pose the same tactical and strategic challenges.

Period 2 –  Early  Early Modern 

Unlike many wargames with alternating turns, where one player does all of his movement and combat, then the next player does the same, BoB engages both players at every step of the action.

 As the medieval era began to transform with the widespread use of gunpowder weapons, so does this game. After around 1450 AD black powder firearms began to change the way armies armies engaged on the battlefield. Though appearing earlier, the prevalence of black powder weapons truly made an impact toward the latter half of the century. Black powder powder weapons dominated warfare for the next 400 years with nominal development until the advent of smokeless powder and widespread use of metallic cartridges in the latter half of the 1800‟s.

 The Turn Sequence In BoB each Turn of the game will encompass certain Phases that help keep the game going in an orderly fashion. Both players participate in each Phase, but at different times. The three Phases in order of sequence are SitRep, Orders, and Action. Both players players work through each Phase completely before moving on to the next. Once all three Phases have been completed, the Turn ends and another


BRINK OF BATTLE Turn will begin. The players then repeat the process until a clear winner has been determined.


 As the game progresses, players will engage each others‟ models in combat. Casualties will occur and eventually, one or both players will need to check each Turn to see if their forces withdraw from the field handing victory to the other player, or if they both leave the field resulting in a draw.

 As mentioned previously, in BoB you command a small band of soldiers assembled to carry out special missions of a smaller scale than most conventional armies. armies. This is on a level where the individual feats of arms of a few tough troops can tip the scales of victory.

 The Phases of a Turn Imagine a small band of Spartan Hoplites with their Helots supporting them as they sneak into Persian territory on a scouting mission during th the 4 century BC. Or think of a band of Cowboys „dukin‟ it out with Banditos in a frontier town. Both of these examples are grounds for a Brink of Battle game.

It is important to understand the basics of each Phase and what goes on during that point of each Turn. The SitRep Phase (short Phase (short for Situation Report) is the first phase of the Turn. The SitRep is used to start the Turn and determine the effects of certain game elements such as the movement of troops that are fleeing the table top, or Smoke marker removal. It is also when a player must test to see if his Force loses a battle when the casualties pile too high, and when all soldiers recover from light injuries. Once the SitRep is completed, players move to the Orders Phase. The Orders Phase  Phase   is where the players make their Strategy Check to determine which player has the Edge and which the Break. It is also where they generate their Tactical Pools and order Actions to their models. These will be be described in greater detail later.

Whether playing the Cops & Gangsters of 1920‟s Chicago, a band of U.S. Marines storming the Japanese bunkers in the Pacific, or a German Landsknecht Forlorn Hope fighting the Swiss in the Renaissance, you will be fighting with small Battle force units.

Finally, the Action Phase  Phase  is the last phase of the Turn. In the Action Phase, players alternate removing Action Tokens from their models and executing various movement or combat maneuvers as they choose. Once all Actions have been executed this Phase ends, and the Turn ends with it as well.

To assemble these forces you will need more than the models representing your your troops. Each figure in BoB has a Profile that numerically quantifies his usefulness in the game. Each player will have an equal number of Supply Points with which to „purchase‟ his soldiers and equip them with the necessary tools of battle.

Players then begin a new Turn starting with the SitRep Phase. This continues until someone fails their Rout Check and the game ends.


BRINK OF BATTLE Once both players have created their Battle Forces and recorded their statistics on their Rosters, they may set up a game and begin play.

During this final step, both players will check to see whether the game was a Win, Loss, or Draw. Brink of Battle is designed first as a set of rules for Tournament play. This means that each game can be set as a one-off scenario, with the outcome ending without further consequences.

Each model has three main components in the game: Ratings, Traits, & Gear. These three elements constitute a model‟s Profile. Ratings reflect the overall experience, training, discipline, and fortitude of the soldiers in your force. Traits represent any special abilities, training, or skills that set your men apart from the rest. Finally, Gear is the term used for all weapons, armor, or other useful equipment used by your group.

It is also designed for Campaign play. Campaigns can link the outcomes of the individual games together in a sort of „rolling‟ story-line using the same Battle Forces from battle to battle and modifying them for Experience and Injury. Players will need to decide which type of game they want to have prior to building their forces, as the parameters are different for each type of game.

Each Rating, Trait, or Gear that you take for a model has a cost in Supply Points. These are units of value that represent the ability of your main contingent to provide troops, equipment, and training to the forces under your command. Think of Supply Points as money and availability all rolled into one representative currency. The more rare or powerful something is in game terms the more it will cost in Supply Points.

GAMING STANDARDS The following are standards that are maintained throughout the entire rule set. These are „meta‟ rules that apply to everyone at all times, except where noted in the rules. This section will cover the common mechanisms of the BoB system as well as terms and abbreviations used later.

Labels  Astute readers will notice that there are times when the text will use a word with a capital when normal grammar grammar would state otherwise. This is considered a label that is referring to a specific game state, condition, or mechanic as opposed to a general use of the word. For example, an attacker is someone who makes an attack on another. When used to describe a game state that same person would be called an Attacker and he would be making an Attack against a Defender.

 The After Action Report Each game of BoB will be played until one or both players have their forces routed from the field. Once this has happened, or a special victory condition has been met by a particular scenario, the players move into the After Action Report.


BRINK OF BATTLE Owning Player   –  The owning player is the player who owns the model being discussed.

These labels are very useful in helping the clarity of the game. With clarity comes ease of play and fewer arguments between friends.

Primary Player/ or Player with Priority  – When a player is taking an Action within a turn, he has Priority. Once the Action has been executed to completion, Priority passes to the other player. The player with the Edge determines the order of Priority for each Phase in the Turn. The player that currently has Priority is also called the Primary player.

Labels are also important because in some cases certain effects or game rules only apply to models bearing the appropriate label at the point of use. For example, if a Trait can only be used when the model that has it is an Attacker, or is in Difficult Ground, then those labels would need to be applied to the model for those conditions to trigger or be used. If the model in question was not labeled an Attacker, then the Trait could not be used until it became so.

Secondary Player  –  This is the player who doesn‟t have Priority at the moment. Action – An Action is a token that is placed next to a model during the Orders phase. This Action Token is removed when the owning player has Priority and wants to execute the model‟s Action.

Labels will be applied to and removed from models as the rules dictate. Some labels are permanent, while others will come and go. For example, a Wounded label is permanent and removes the model from play. If something were to remove that label in the course of the game, then the Wounded model would no longer be Wounded and would return to play.  A Shocked model is labeled as such until in the Recovery portion of the SitRep it loses the Shocked label and gains the Ready label, which then allows for it to be assigned an Action token and become Active. Pretty simple really; labels  just reflect current gam e states.

Dice  –  The only dice used to play BoB are ten sided dice.

Remember, the use of labels is necessary when keeping track of these rules. With experience you will find that they actually speed play, maintain clarity, and will become second nature to you.

Rating – This is the numeric representation of a model‟s effectiveness in the game. It is usually divided into three primary areas for models, and three different areas for weapons.

Pre-Measurement  –  Players are never  permitted to pre-measure any distances in the game. Any and all Actions must be declared prior to measuring the range for any reason.

The model‟s Ratings are Combat, Command, and Constitution. The Ratings on a weapon‟s profile are Effective Range, Rate of Fire, and Damage.

Model  –  An individual miniature used in the game. This includes the model‟s base.

 A model‟s Ratings range from 1 to 7 with 4 being „average for a professional soldier‟. Noncombatants have lower scores while seasoned vets and commanders usually have higher scores.

Player  – You; the person playing the game with a team of miniature models; and your buddy too.


BRINK OF BATTLE Weapons have much different ranges for their Ratings based on too many factors to list. These are covered fully in later sections.

Unlike other games that have a list or two of various negative modifiers to the abilities of troops and equipment, BoB uses the assumption that a soldier is either at full function or not. He is either fully operational or impaired enough to not be as skilled as normal. Any lesser impairment or penalty is not considered; this game only deals in significant reductions in ability.

The three main Ratings are abbreviated as follows: Combat: CBT; Command: CMD; Constitution: CON. If a model has Armor or Shield, then it also has an Armor Rating abbreviated ARM.

Rating Modifiers

So, when a model suffers a penalty, it is significant in its nature. Anything lesser is dealt with by the randomness of the dice.

 All Actions in BoB use either the model‟s Rating or that of its Gear. Sometimes, conditions or advantages will favor these scores, while other times they will be penalized or reduced in value. We call these changes „modifiers‟.

 All penalties in BoB take the Rating in question, divide it in half and drop the fraction. For example, a model with a Combat Rating of 5 and a penalty for shooting at Long Range is at half his Combat Rating rounded down, or 2.

Modifiers come in two types: bonuses and penalties. A bonus increases a Rating by a set factor. A penalty reduces the Rating by half of its value rounded down.

The common terms are „Rating full‟ and „Rating half‟ to describe whether or not a penalty is being applied. When writing out the penalty the formula of Rating/2 will be added as a shorthand version of saying „Rating half , or Rating divided by 2 and rounded down‟. The Rating in question or more commonly its abbreviation will be put in front of the /2 symbol. For example, a penalty to a model‟s Combat Rating would be written as CBT/2.

Bonuses figure into a Rating before  any penalties are applied. For example, if a model with a Combat Rating of 4 has a bonus from a Trait of +1 to his Combat Rating, then it is applied before any other penalties might be applied. Once all bonuses have been added, then any penalty may be applied.

Since all bonuses calculate beforehand, they are considered part of the „Rating full‟ condition when applicable.



Base Checks

Rating Zero, also written as Rating/0, means that whatever Rating is listed is at a zero result for that Check.

There are times when a player needs to make a Check for his Action to succeed but there is no particular modifier to the opposed roll. This is called a Base Check and the Secondary player rolls a d10 and adds 5 for the total result.

Opposed Rolls - One of the key design features for BoB is that both players are involved in the game at every step. Gone are the times when you are sitting around waiting for the guy across the table from you to utterly vaporize your army while you do nothing.

The type of Base Check will describe what the Primary player will use for the Check. For example, a CMD Base Check means that the Primary player will take his model‟s modified Command Rating and add a d10 to it, while his opponent will roll a d10 and add 5.

To accomplish this, any time a player needs to roll a die to determine an outcome, he‟ll be doing it opposite his opponent‟s modified die roll.

 As with all Checks, a result equal to or greater than the opposed score is successful.

When a model is attempting something that has an unknown outcome, his player will need to pass a Ratings Check. Checks are simply the combined result of a Rating, any modifiers, and a d10 roll compared to the modifiers and d10 roll of the other player.

Difficulty Checks Sometimes a player is called upon to make a type of Base Check that may be harder or easier than usual. This is called a Difficulty Check and will be followed by a number in brackets. The number will either be a 3 for an easy Check, or a 7 for a hard Check. This is the Difficulty number used for the opposed roll by the Secondary player.

When the Check is made against an enemy model, then the type of Check will list what Ratings will be used by the player making the Check and the one the attempt is against. For example, Chas wants his Desperado to shoot Dan‟s Lawman with a Revolver. This will use the CBT Rating of Chas‟ model with any modifiers, plus the outcome of a d10 roll. Dan‟s Lawman will have to take his modified CBT Rating, divide it by 2 rounding down, and add it to a d10 roll as well for the opposed score.

Random Checks There are times when it is necessary to generate a random number to satisfy a situation during play. To do this, both players roll a d10 without any modifiers. Take the lower roll and subtract it from the higher result. If both dice roll the same number then subtracting one from the other yields a zero.

To succeed in passing a Check, the Primary player‟s total score must be equal to or greater than the opposed score of the Secondary player. If the Primary player‟s total Check score is less than the opposed score, the Check has failed.

This Random Check will therefore generate a number between zero and nine to be used as described by the rule that called for the Random Check.

Moving Models

In every instance the rules will state what factors are used for both players in determining their final scores.

When moving models, a player will measure from the „leading‟ edge of the model‟s base to the point of its final position. Pick up the model and place its leading edge to the terminal point.  Always measure from the same leading edge, not front to back.



Putting It All Together

 Types of Models

In summary, players build their forces, set up the table, deploy their troops, and alternate going through the steps within each phase of a turn. That‟s the 20,000 foot view of Brink of Battle. Now you are ready to take a closer look.

Models come in two further types in BoB. The first and most common is the Foot or Infantry model. Since models on foot are the standard for this game, they are not labeled as such. Some Infantry/Foot models serve as Crew for certain types of weapons. They are then referred to as Crew models.

MODELS  As mentioned in the Player Briefing section, Brink of Battle is a miniatures wargame. As such the players use models of scenery and soldiers to represent their real-life counter parts on the table top. This section will explain the different elements of a model soldier and how it affects game play.




The second and less common type is that of Cavalry. These are models mounted on a riding animal, usually a Riding Horse or War Horse. Mounted miniatures will be commonly referred to as Cavalry models.

Miniatures BoB uses miniature toy soldiers to represent the actual troops of each player‟s Battle Force. Whether these are ancient Greeks or modern Marines, all players must have sufficient miniatures to represent their troops.

Scale Wargame miniatures range in their scale of „real‟ height and physical proportion. Plastic and railroad modelers, as well as seasoned war gamers, will be familiar with miniature scale.

For purposes of clarity throughout these rules, all miniatures will be referred to as „models‟. This term will be speaking of each toy soldier miniature as it relates to the game as a playing piece, rather than as a specific type of soldier.

For those new to this hobby, scale is simply a way of figuring what effect downsizing a real environment will have on the models used for playing the game. It is also useful in making sure that all players are using models that are similar in size and proportion, as well as that of their terrain pieces, to ensure a „realistic‟ comparative sizing.

So, whether a miniature is on foot or mounted, it will be referred to as a „model‟. This allows for further definitions of what „type‟ of model while still referring to an individual playing piece.

Miniatures to Use

Brink of Battle is best used with models no smaller than 20mm or 1/72 scale and no greater than 54mm scale. Above or below these scales will affect the overall feel and play of the game.

Brink of Battle is a rule set that does not endorse any one miniatures company. Players may use models from any manufacturer in their games so long as they are appropriate to the troop type they are trying to represent and are based correctly.

BASING MODELS  All model soldiers in BoB have two primary components. The first is the metal or plastic miniature itself, and the second is the metal,



Base Shapes

plastic, or wood base upon which the model is affixed. All models must   be properly based to be used in BoB.

Most players figure bases will be either round or rectangular/square edged. Since there are too many gamers with both types of basing, this rules set will not preference one over the other.

The figurine and its base comprise the entire model. When the game rules refer to a model, it always includes the miniature and its base.

 A player‟s models may be based either on rounds or square/rectangle bases as he chooses. The rules have been written to allow for square based models to play against models on round bases without any significant imbalance in play.

Base sizes Base sizes will vary according to the scale of the models involved. What follows is a range of measurements that will allow you to properly base your Brink of Battle models.

When referring to a square/rectangular base‟s „edge‟, corners count for all measurement purposes.

Before moving on to the base size chart, one important factor to consider is the artistic impact of the miniatures hobby. Some players choose to have elaborate or over sized bases for their models. This is fine; however, it can pose a problem to the player with such basing. Since, as you‟ll see later, Line of Sight is drawn from the model‟s head to any part of the target model, including its base, a model with a disproportionately large base will not be able to see enemy models any better, but will be seen himself much easier than if his base were appropriately sized. The idea behind this is that the base represents the model‟s area of personal movement. In other words, the „space‟ he takes up by being active and moving as a normal person does. It‟s an abstraction that is essential to the game.

Model Scale

Round Base Foot Cavalry

Square Base Size Foot Cavalry




















 Whatever fits

Number of Figures per Base For most soldiers, one model per base is the standard. Cavalry models have one mount and one rider together on the same base. Crew served weapons will have different requirements determined by the number of models in the crew.

 What You See Is What You Get  Also known as „WYSIWYG‟ by most gamers, this is the principle that your model must have the weapons, armor, and gear you have purchased with Supply Points appropriately sculpted/modeled on the miniature. This is a game balance factor as well as an aesthetic rule to keep the forces „looking right‟ in relation to their historical counterparts.

 All measurements are in millimeters.



Shocked Models

The sole exception to this rule is Gear with the Small Trait. These items do not need to be represented on the miniature in order to have them in the game.

When a model becomes Shocked, it gains that label. Active models that become Shocked lose their Action Token immediately.

POSITION & CONDITION Shocked models are laid on their side on the table top. Additionally, Shocked models are CBT/2 for all Checks and do not benefit from Concealment or Cover.

During play, a model will change his position on the board, and possibly his condition of function. o

 All models have a 360   field of vision and movement. A model does not have a „facing‟ to any particular side and is free to move and draw a Line of Sight in any direction.

 A Shocked model that is Shocked a second   time in the same Turn is Wounded and removed from play.

 Active, Ready & Shocked

Shocked models do not count when checking for Panic from Outnumbered and Engaged with Multiple Opponents rules. They are combat ineffective and pose a threat to no one.

Models will be in one of three conditions throughout the game; Active, Ready, or Shocked.

If a model is Shocked while Engaged in Close combat, it remains Engaged until all other opponents move out of 1” of this model, or until it Recovers and successfully executes a Disengage Action as normal.

 Wounded Models  ACTIVE


Wounded models are removed from the game board entirely and are out of play.


 All models begin the game Ready; they are positioned upright on their bases and are „ready‟ to receive orders. When you order an Action Token to a model in the Orders Phase, it becomes Active. All Active models are considered to be Ready as well, but Ready models are not Active unless they have an Action Token ordered to them. When a model executes its Action, the Token is removed and it loses the Active label, but keeps the Ready condition.


When a model suffers an injury from a Damage Check, it becomes Shocked or Wounded.

Some weapons systems require more than one soldier to effectively operate. Machineguns or man packed anti-tank weapons are all examples of Crew served weapons.



Crew Profiles

In these cases the weapon will have the Crew Trait in its profile. It will also have a number in brackets after the word Crew that will indicate how many models are needed to use the weapon effectively.

 All Foot models based as Crew models retain their individual profiles and Gear. In most cases players will purchase the Ratings, Traits, and Gear for each model individually, then buy the weapon that has the Crew Trait for one model and assign additional models to be the total attached Crew for that weapon. This is a permanent decision made at the time of building the Battle Force and cannot be changed.

This number is also how many models will need to be together on the same base as the weapon. Rarely will there be more than two Crew required on a weapon. When it does occur, then the weapon description will provide additional rules. For now, all Crew basing rules will assume two infantry models and the weapon itself on the same base.

Using Crew Ratings,  Traits & Gear  A Crew is only as good as its weakest model. A Crew acts as a single model for all purposes. Use the lowest CBT, CMD, and CON Rating of the figures in the Crew. Once the lowest Rating has been determined, you may then increase it by any Traits or modifiers allowed from the Traits and Gear of either model. Where both models have the same modifier or Trait, use the highest one only; do not combine them.

Crew Base Size Unlike regular Foot and Cavalry models, where fairly standard base sizing can be had, Crew served weapons pose a different challenge.

 Any additional Traits that either model has that will be useable by one Crew model are useable by the whole Crew model.

Players should put both Crew models and the model of the weapon system on a base that will fit all of them securely without being larger than needed. For example, if a player has two Medium Machineguns and their attendant Crews of 2 models each, he may have one MG that has models firing from a prone position and the other from a standing position. Since all Crew weapons are based according to the physical requirements of the models, this player will have to put the prone Crew on a larger base than the standing Crew. The player sees that a 40mm round base will suit the team standing, and that a 50mm round base will allow enough room for the prone Crew. This is perfectly acceptable for Crew based models.

Example: Robert builds one Fallschirmjager model with CBT 5, CMD 4, and CON 4. He gives him the Marksman+2 Trait and buys an MG-42 Medium Machinegun. This is the primary gunner for the crew served machinegun. Since the MG-42 has the Crew(2) Trait on its profile, Robert needs to purchase another Fallschirmjager model to act as the other crewman. So he builds the other model with CBT 5, CMD 5, and CON 4. He gives him the Drilled Trait and an SMG, plus the Extra Ammo+1 Gear.



Line of Sight

Robert has both models and their appropriate weapons glued together on the same base. He also has individual models equipped to represent each model separately in case he needs to remove one as a casualty and leave the other one in play. Since he wants to be able to decide which model he wants to keep in play when that happens, he has a model representing each of the crewmen.

 A player may draw a Line of Sight from the head of any of the Crew models; and all enemy LoS are drawn to any part of the whole model. Any part of this Crew model including the weapon, if on a Tripod, counts for LoS. Anything carried by the Crew models other than the weapon, if using the Tripod Trait, does not count for LoS like other normally based models. See the Combat  Actions chapter for further details.

Going back to our example above, Robert‟s MG-42 Crew have a good balance of individual abilities. While both models have CBT 5, the Marksman+2 Trait of the first model gives them a combined CBT 7 when firing the weapon.

Injury for Crew Models Crew models are Shocked and Wounded just like other models. However, when Wounded, instead of the entire model being removed from play, you may replace it with a single Foot model representing one of the surviving Crew models. This replacing foot model loses the weapon that made it part of a Crew in the first place unless the weapon says that it may be used as a man portable version.

When choosing a target to shoot, the Drilled Trait of the second model allows them to pick any visible target, ignoring the Target Priority rule. However, when called on to make a Command Check, they use the lower of the two CMD Ratings; 4 in this instance.

For example, most Medium Machineguns can be used as man carried Light Machineguns without the fixed weapon carriage that provided greater stability at the expense of mobility.

Fight as a Single Model  As mentioned, Crew models are counted as a single model while in play. When out of play due to being Wounded, each Wounded model counts separately for Rout Check purposes.

Heavy Machineguns, on the other hand, are too unwieldy to be used by one model in BoB. So if a Heavy Machinegun Crew were Wounded, the surviving model would not be able to use the weapon.

So, if Robert‟s MG-42 Fallschirmjager both get Wounded and removed from play, they count as two models instead of one for all Rout Checks and casualty counts.

The player replacing the Crew model may decide which model to keep in play, and must have a suitable miniature to represent that model‟s Gear as appropriate.

Counting Crew for Outnumbering

Replace the single model onto the same spot that was occupied by the larger Crew model. This single model is now Shocked and loses any  Action token that was on the Crew model prior to becoming Wounded. From this point onward, the model performs as a normal single model.

 A Crew model counts its Crew number in brackets as the number of models within 3” for Outnumbering purposes.



Build Steps

If the player does not have a suitable model to replace, he loses the entire Crew model when it becomes Wounded.

Players must go through the following steps when building their Battle Forces:

Psychology Checks 1. 2. 3. 4.

Crew models count as a single model for all Psychology Checks. They also count as a single model for being Broken. If a Crew with the Tripod Weapon Trait becomes Broken, they count as having moved, so they abandon their Tripod and lose that Trait for the rest of the game.

Choose a Setting. Agree on the Game Size. Pick their Force Organization Type. Purchase their models with available Supply Points.

Setting Both players must agree on the Period and exact Year they will use as the game Setting. It is also recommended but not required that they pick a place as well to help round out the feel of the Setting.


For example, Drew and Tom are looking to have a game of BoB. They want to play with their Landsknecht mercenaries from the Renaissance. So they pick the Setting to be Period 2 Early Modern, in the year 1515 somewhere along the Italian coast.

Before you can play Brink of Battle, you need to build your Battle Force. A Battle Force consists of hand picked troops put together for special missions. This team can vary greatly in its composition from player to player. Some players will want small, elite bands that focus on the quality of training and equipment, while others will want to have lots of poorly trained and equipped troops attempting to overrun the opposition. Each Battle Force is a unique opportunity for painting, modeling, and gaming.

Game Size Once you have decided on the type of Setting you are going to use, you will need to confer with your opponent about the size of the game you want to play. The „size‟ of game will largely be controlled by the number of Supply Points you both agree to use. In friendly games you can decide to use whatever you want based on what you have. However, the game is best suited to certain point levels and table sizes. Tournament games should be either Small or Medium size due to time availability.  A Small  sized game will use 500 Supply Points per side. It should take between 30-45 minutes to play if both players are familiar with the rules.  A Medium  sized game will use 750 Supply Points per side. If both players are familiar with


BRINK OF BATTLE the rules this size of game should take around one to 1 ½ hours to play.

individual quality suffers, they make up for it by sheer weight of numbers.

 A  Large  sized game uses 1000 Supply Points per side. This game will probably take between 1 ½ to 2 hours to play.

Battle Force Organization Table The Battle Force Organization Table lists the various parameters and restrictions for each Force Organization type. Consult the table when building your team.

 All Campaign games start players out with 500 Supply Points each.


The table lists two ranges of numbers separated by a slash. The first number is the minimum/maximum models of that type. The second number is the maximum percentage of the total Supply Points for the game that can be used on models of that type. If the second number has a „+‟ sign then it indicates the minimum percentage of Supply Points that must be spent on models of that type.

Once Setting and Game size have been determined, it is time to choose your Force Organization type. This Force Organization choice will define the parameters and restrictions you will use in building the profiles for your models. It will limit not only the types of models you can buy, but also how many points you can spend on them. Battle Force Organization Table These restrictions are necessary to maintain optimal play balance, while giving each player a sufficient number of options to build a Force to his liking.











The three Force Organization types are Standard , Elite, and Horde. They are described in general terms below. Consult the table for the specific parameters of each type.

If a 0-# is listed in front of the slash, Elite Horde then there is no requirement to have 1/30% 1/25% any models of this 2+/50+% 0-1/20% type, and the # is 0-3/20% 6+/55+% the maximum Min3/Max10 Min7/Max20 number of models of that type allowed in the force. 0-3 Veterans means that you don‟t have to buy any Veterans, and can buy any number of Vets up to a maximum of 3 in your force. If the first number is followed by a „+‟ sign, then you have to have that number or more of that type of model in your force. 4+ Troopers means you must have at least 4 Trooper models in your force, and may have any number above this minimum if you choose; points and force maximum permitting.

Standard  Battle Forces emphasize a balance between quality and quantity of soldiers on the team. This type will perform very well overall and has the most total build flexibility. Elite  Battle Forces are smaller but with better trained and equipped members. These teams are deadly in their own right, but can be overwhelmed if confronted with superior numbers.

The first number in the Models line is the total minimum models in the force; while the number after the slash is the maximum number of models in the force.

Horde  Battle Forces consist of larger groups of low to mid-level troopers. Though their



Historical Feasibility

For example, a Standard Force Organization must have 1 Commander, may have up to 3 Veterans, and must have at least 4 Troops. The minimum number of models is 5, and the maximum is 15. Of the total Supply Points available for the game being played, up to 20% can be used for the Commander model, up to 30% of the total SP‟s can be spent on Veterans, and at least 50% of the total points must be spent on Trooper models.

Remember, your Battle Force must be historically accurate by way of the types of models and equipment you are using. You can‟t have Zulu Paratroopers no matter how you  justify it (though that would be waaay cool). It is left to the players to keep each other „honest‟ as to historical accuracy for the year they decide upon.

So, if the game was 500 Supply Points, then the player could spend up to 100 SP‟s on his Commander, no more than 150 SP‟s on all of his Veterans combined (their combined total can‟t exceed 30%), and must spend at least 250 SP‟s on his Troops. Finally, at least 5 models would need to be in the Battle Force and no more than 15 could be fielded.

Battle Force Themes Sure, you could strictly reproduce a type of force from any historical period, but would that really be fun to play? Maybe for some, but others may want to stylize their Force and give it an individual character. To do this, simply come up with a back story or theme for your Battle Force. Are they a suicide squad? Is there a blood vendetta that must be satisfied? Is your Commander or one of your Veterans a famous hero or villain of his region/time?

Historical Examples of Force Organization Types Here are some examples from an historical perspective. These are by no means set in stone. They are merely ideas that illustrate the possibilities with different Force Organizations.

Naming each individual model in your Force will also give your band of warriors an identity. For instance, if you are using BoB to play Gangsters and Cops from the 1920‟s Prohibition Era, then naming your models appropriately will certainly create a fun atmosphere. Suddenly your Commander is “Two-Gun” Charlie, your Veterans are Joey the “Wop”, “Cleaver” Cooksley, and Bobby “Tight Pants”. That‟s a lot more interesting than Commander, Veteran #1, Veteran #2, and Veteran #3.

Period 1: 480 BC Spartans (Elite) Greeks (Standard) Persians (Horde)   

Period 2: 1500 AD Swiss Mercenaries (Elite) Landsknecht (Standard) Peasants (Horde)   

Creating a theme for your Battle Force and naming your models will make for memorable games, and will add to the individual flavor of BoB.

Period 3: 1943 AD Fallschirmjager (Elite) British Infantry (Standard) Russian Conscripts (Horde)   

To encourage players to have a theme and name their models, BoB has the Theme Bonus. The Theme Bonus is an extra allotment of Supply Points that can be used to build your Battle Force if you come up with a theme and


BRINK OF BATTLE individually name all   of appropriately to that theme.



now rest assured that he‟s in charge and ready to kick some ass.


For instance, if your Battle Force theme is a Viking noble and his retinue of men, you should name them according to their culture and language. Naming them Rocco, Sanchez, and Memphis Pete just won‟t cut it for the Theme Bonus. Krieger Thorsson, Sven, Karl, and Utrecht would definitely work.

Each Battle Force will have the option of containing models that have been around the battlefield a time or two and lived to tell the tale. These guys are known as Veterans. Veterans can be experts in a type of combat, specialists with certain gear, the quiet guy with lots of knives, or the bastard NCO that keeps the men in line.

Finally, to get the Theme Bonus, all of your models must be painted with finished bases. No exceptions. And, no, primer doesn‟t count as paint!  A Battle Force that meets the Theme Bonus requirements gets +25 Supply Points to add to its total build points.

Troops  These dog-faced soldiers make up the body of the Battle Force. They are not as seasoned as the Veterans, but they do most of the dirty work of war under the direction of their Commander.

Example: Dan and Tom are going to have a game set in the Old West in the year 1887. They are playing a small game of 500 SP‟s each. Dan wants to play an elite group of gunmen who are looking to avenge their fallen comrades. Tom wants to field a horde of Mexican Banditos bent on raiding gringo territories. They have painted & named models for the theme and each get 525 SP‟s to start.

Troops may vary in quality within the force itself. This is up to the player building the force, but it should be noted that the Troops do not all have to have the same Ratings or Gear. Each Trooper is an individual and may be given different Ratings, Traits, and Gear to reflect this.

MODEL TYPES Commanders 

Building Your Force

 All Battle Forces must have a Commander. The Commander model represents you, the gamer, on the table top. Yes, he‟s stronger, faster, and better looking, but he‟s your little alter ego during the game. That‟s the fun part.

 As mentioned previously, you will spend Supply Points to „buy‟ Ratings, Traits, and Gear for your models to build their game profile. Players assign the Ratings, Traits, and Gear they desire within their Force Organization limits and add up all of the Supply Point costs assigned to those individual components without exceeding their points limit. Once this has been done, players will need models to represent each soldier purchased with their Supply Points and assign them the appropriate profiles.

The Commander model is the head of the team. It‟s by his leadership the Battle Force stays together and fulfills their military duties. He has certain advantages that are covered later, but for




Command Rating  –  This is a representation

 All models have the three main components listed on their Profile. The Battle Force Roster will have a section for each member of your Battle Force that you will fill out and use as a reference during play.

of a model‟s morale, coolness under fire, combat discipline, and ability to lead others. It is a reflection of a model‟s ability to obey and carry out orders, resist panic, and stand its ground during a fight. This rating is abbreviated as CMD.

The three main parts of a model are Ratings, Traits, and Gear. Ratings quantify the most common areas of soldiering and where a model on your force stands compared to other soldiers.







representation of the model‟s physical fitness, strength, and ability to resist injury and hardship. It is used when determining the damaging effects of combat as well as an overall measure of a model‟s grit. It is abbreviated as CON.

Traits are special abilities, skills, or training your models have that allow them to modify game rules and produce more favorable outcomes during play.

Rating Equivalents Since each player spends Supply Points to create the models on his Force, it will be necessary to have an understanding of the levels of competency included in each number from 1 to 7.

Finally, Gear is the summary of the model‟s weapons, armor, and equipment which further defines the model‟s role on your Battle Force.


RATING 7 6 5 4 3 2 1

There are three Ratings, or statistics, in BoB that numerically define the pertinent abilities of each soldier or model in the game. The Ratings have a minimum and maximum range between 1 (lowest) and 7 (highest). Some Traits or game effects will modify a Trait under defined circumstances. A Rating may be modified above the maximum Rating for a model‟s type. The most a Rating can be reduced to is zero (0).

C3 –  Combat, Command & Constitution

EQUIVALENT Legendary Heroic Elite Veteran Trained Conscript Civilian

 As a man-to-man level skirmish game, more detail may be placed on the individual fighters in a player‟s force than on rather generic statistical rankings for massed troops. This allows the players the opportunity to have models of varied skill and experience on their force. As always, being an historical skirmish game, one should build his force with an eye toward history, not as a power gamer with a small petard in his pocket.

Combat Rating  –  This number encompasses a model‟s training and experience as a soldier. It represents the model‟s combat ability in both firefights and assaults, its training and experience in field craft and survival, and acts as an overall measurement of the model‟s effectiveness as a combatant. This rating is abbreviated as CBT.


BRINK OF BATTLE  A model has a maximum Rating value ceiling based on what type of model it is as follows:

For example, Chas wants to build a force of Swiss Mercenaries to beat the crap out of Scott‟s Ottoman Turks in the Early Modern Warfare period. While Chas knows that as a group, Swiss Pikemen were the best in Europe during their peak, he‟s also aware that individually there was probably a great variance of skill and experience amongst their ranks.

Commander   models can have Ratings go as high as 7. Veterans have a maximum of  6. Troopers have a maximum of 5.

Modified Ratings

So, with that in mind, he wants some really good ratings for his Commander and Veterans, but some rather average ones for his Troops. So, using the Rating Equivalent chart below, Chas sets about deciding on how to rate his models.

 A model may have one or more Traits that increase the model‟s Rating for a particular type of Check or game state. When this occurs, the modified Rating may exceed the maximums mentioned above.

He decides that his Commander is a soldier of many wars, so he‟ll likely have his CBT & CMD ratings in the 5 to 6 range. He‟ll give him a 4 for CON since as a hardened soldier he is accustomed to life on the march and taking the occasional beating at the hands of a Landsknecht named Faust….

For example, Gilbert has a Hungarian Grenzer Trooper model he wants to make a sharpshooter. He has already given the model a CBT Rating of 4. He gives the model the Marksman Trait and stacks it to a +3 level. Now, when shooting his musket, the Grenzer is CBT 7.

Chas‟ Veterans will probably vary in their individual Ratings, but he‟ll still keep them in the 4 or 5 range to show that they too are well versed in war. His Troops, on the other hand, are more useful to him if they are of lower quality and greater number. So he‟ll likely buy them as trained or conscripted levels bouncing around between 2 and 3 for their scores.

 Additional Ratings Based Factors BoB only uses three Ratings to define a model‟s abilities. However, as you‟ll find later, there are a few calculations that are based on the Ratings profile that will be easier to use if determined beforehand.

Base Close Combat Attacks Maximum Ratings

This is the model‟s unmodified   CBT/2, with a minimum of 1. Traits that increase or modify a model‟s CBT Rating do not factor into this calculation.

Human models have a median baseline for their Ratings of 4. While this is not what one would consider an „average‟ human Ratings line, it is an „average soldier‟  Rating line, since the average soldier will likely be inured to the hardship of field life and is more resilient than normal.  An „average civilian‟ is more of a 1 or 2 for ratings.

For example, a model with CBT 5 and Manat-Arms +2 has a CBT 7 in Close combat. His Base Attacks in Close combat are figured off of his CBT 5, not his CBT 7. His Base  Attacks are 2 (5/2 rounded down = 2).


BRINK OF BATTLE Commander   models may have up to three (3) Traits maximum, which includes the Commander Trait, leaving two (2) additional Traits available. Veterans  may have up to two (2) Traits maximum per model. Troops  may have up to one (1) Trait maximum per model. You can mix and match Traits on your models within these parameters, except your Commander must have the Commander Trait at all times. You can have some models with Traits and some without according to your desires and points available.

Base Damage  A model‟s Constitution Rating is an indicator of its resistance to injury as well as its physical strength. When making Close combat Attacks, a model‟s Base Damage is equal to his CON Rating plus any bonuses from a Close combat weapon and/or any applicable Traits. For example, a model with CON 4 and a Sword has a Base Damage with that weapon of 6 (4+2=6).

Gear Gear is the summary of all weapons, armor, shields, and equipment that aid a soldier in his war craft. Like Ratings and Traits, players spend Supply Points on Gear. Once this is finished the Battle Force should be ready for action.

When making Ranged combat Attacks, the Base Damage of the Ranged weapon is used instead.

For example, a model firing a Submachinegun uses the weapon‟s Base Damage Rating of 3 for the Damage Check.

Each model is equipped separately. There are no „groups‟ of Troops or Veterans in BoB. This is a man-to-man skirmish game, and the individual differences between models are emphasized. So, when you purchase Gear for your models, remember that you don‟t have to follow any set guidelines other than Period/Year, and What You See Is What You Get as described previously in the section on Models.

 Armor Rating This is the sum total of all Armor and Shields for Foot models, and Barding on a Mount, if any. If a model does not have any of the Gear listed above, then his Armor Rating is zero. A model‟s Mount may have an Armor Rating even if the Rider does not. Armor Rating is abbreviated as  ARM.

Gear Encumbrance


Soldiers can only carry so much equipment into a fight. If they become too encumbered by weapons and armor they are not able to fight effectively.

Traits represent special factors that influence the effectiveness of models in BoB. Players are not required to purchase Traits for their models, with the sole exception of the Commander model, which must   have the Commander Trait, which it gets for free.

Each model may only have a number of pieces of Gear equal to its CON Rating. Each different piece of Gear counts as a single item for Encumbrance purposes regardless of whether or not it requires one or more hands to use.

Even though there is not a requirement for Traits being purchased for your models (except as noted above), there is a maximum on the number of Traits you may buy for each type of model in your Force.

Weapons and Armor that have the Heavy Trait count as 2 pieces of Gear for Encumbrance.


BRINK OF BATTLE Some weapons and Gear will be so negligible in their size and weight that they do not count against a model‟s Encumbrance. These items will be identified by having the Light Trait in their Gear description.


Cavalry models with the Saddle Bags Gear actually increase their model‟s allowable Gear for Encumbrance purposes. Riding Horses with Saddle Bags give +1 piece of Gear allowed and War Horses with Saddle Bags get +2 additional pieces allowed.

In BoB, each „Turn‟ of the game will encompass certain Phases that help keep the game going in an orderly fashion. Both players participate in each Phase, but at different times. The three Phases in order of sequence are SitRep, Orders, and Action. Both players work through each phase completely before moving on to the next. Once all three phases have been completed, the Turn ends and another Turn will begin. The players then repeat the process until victory conditions have been met.

Gear Traits  All weapons have a Profile of their own. This will be covered in greater detail in the Gear section. It is important to note, however, that some weapons will have Traits of their own which help define their performance in the game. When this is the case, the weapon takes on the characteristics of those Traits. For example, a weapon with the Slow Trait may also be referred to in the rules as a Slow weapon. The terms are interchangeable in all cases.

 THE SITREP PHASE The first phase of each Turn is the Situation Report, or SitRep Phase. This is the period when certain game states are checked. These states are checked and resolved in the following order: 1. 2. 3. 4.

Rout Checks Psychology Checks Random movement Recover Shocked models

When all sub-steps are completed, the phase ends.

Rout & Psychology Checks The first Check made, if applicable, is the Rout Check. After all Rout Checks are made, any Psychology Checks that need to be made for Panic are made next, starting with the player who had the Edge last Turn.

ROUT CHECKS To simulate the uncertainty of information, effect of casualties on morale, and the confusion of a battlefield, Brink of Battle uses the Rout Check.


BRINK OF BATTLE  At the start of the SitRep phase, any player who has had 25% or more of his starting number of models Wounded and removed from play, must take a Rout Check.

For example, Tom started the game with 8 models in his Battle Force and “Ghengis” Cam started with 10. The game goes for three turns and both players have lost 2 models. During the SitRep of turn 4, both players Check their forces and determine that Tom has lost 25% of his starting number of 8.

If both players are forced to take a Rout Check, start with the player who had the Edge in the previous Turn.  A Rout Check is a CMD Check for your Commander model. If he is Shocked you may not use his CMD Rating for the Check. In that case, use the CMD Rating of another Veteran in your Force that has the Commander Trait if he is also not Shocked. If your force does not have models meeting the above criteria, then you simply roll a strait d10 for your Check.

Now Tom has to make a Rout Check. His Commander model is still in play, and is Ready. His Commander model has a CMD of 5. Since Tom has lost 2 models during the game, Cam will roll a d10 and add 2. Both players make their rolls. Tom scores a 5 on the d10 and his total result is a 10 (CMD 5+5 = 10). Cam rolls a 5 and adds 2 from Tom‟s Wounded models for a combined result of 7. Since Tom beat Cam‟s score, his soldiers stay in the fight and the rest of the SitRep phase proceeds normally. Had Tom‟s score been less than Cam‟s score, then Tom‟s force would have Routed and he would have lost the game. Here‟s another example: Dan has 3 Wounded models that have been removed from play. He has 6 models remaining, among whom lies his Shocked Commander model. Since he has no other models in his force with the Commander Trait, and his Commander is Shocked, Dan must roll a single d10 for his Rout Check. His opponent, Bob, rolls 1d10+3, the number of Dan‟s Wounded models to this point in the game.

The opposed roll is a d10 plus the number of Wounded models you have at this point in the game. Compare the results. If the player making the Check meets or exceeds the opposing player‟s result, then his troops have held and continue to fight in the game.

Multiple Rout Checks Sometimes both players will be required to make a Rout Check. When this happens, make the Checks as noted above, starting with the player who had the Edge last Turn. If one player makes his Check and the other doesn‟t, then the one who didn‟t make it loses and the game ends immediately.

If the player making the Check fails to meet or exceed the other player‟s result, then his troops have given up the mission and will immediately withdraw from the battlefield. The player who fails the Check loses the game.


BRINK OF BATTLE If both players pass their Rout Checks, then the game continues normally. If both players fail their Rout Checks, then the game ends in a draw.

avoiding all Impassible Terrain, and toward the nearest deployment table edge of his controlling player. For example, Dan watched with glee as Bob‟s Saxon warrior lost his nerve against Dan‟s Vikings and failed his Outnumbered Check fleeing in the previous turn. Now it‟s the SitRep phase of the next turn. When Random Moves are called for, both players see that Bob‟s Saxon is the only model Broken at this time. So, since Dan has no Broken models, even though he had the Edge last turn, the Random Moves begin with the only model Broken; Bob‟s Saxon. Both players roll a d10 each. Dan scores a 7 and Bob scores a 3. Subtracting the lowest from the highest (7-3=4), Bob‟s Saxon model now moves 4” toward Bob‟s nearest deployment table edge.

RANDOM MOVEMENT War has been described as controlled chaos. This truism is applied in Brink of Battle by the use of Action Tokens to represent the ebb and flow of this chaotic tide. Sometimes soldiers behave in ways contrary to their commander‟s wishes. When this occurs, the player temporarily loses control of one or more of his models. We represent this with the Random Movement rule.

Cause and Effect  A num ber of game states can cause a m odel to move randomly. Of them, the most common will be the failure of a Panic Check and Aerial Deployment, respectively.

 A Random Check will generate a number between 0-9. If the result is zero, then the model is standing there like a panicked animal trying to find his way out. Any other result moves the model as previously instructed.

Models that are fleeing the battlefield because they failed Panic Checks are considered to be Broken.

Random Movement & Terrain

 Aerial Deployment represents the drift caused by wind and weather. It is covered fully in the Missions chapter.

Due to the mad scramble that comes from being Broken, a model executing a Random move ignores the penalties associated with all Terrain, except for Impassible Ground and Obstacles. Broken models will move around Impassible Ground and Obstacles by the most direct route.

Broken Models Broken models move a random number of inches in the Random Movement sub-step of the SitRep phase. Starting with the player that had the Edge last turn, alternately resolve the Random Movement for each model that is Broken. Do this until both players have moved all of their Broken Models.

Recover Shocked Models  After all Random moves have been made, the SitRep continues with the Recovery sub-step. In this sub-step, each player will Recover his Shocked models to the Ready condition.

Random Checks

So, during this sub-step all Shocked models become Ready. Each player makes the positional adjustment so that the new conditions apply. That is, Shocked models go from lying on their side to standing up on their base again.

 A Random Check is m ade by each player rolling a d10 and subtracting the lower score from the higher. The result is the number of inches the model moves away from all enemy models,


BRINK OF BATTLE Recovery happens automatically, and is mandatory. Each player must finish Recovering his models before the next Phase can begin.

To make the Strategy Check, players must use their Commander model if he is Ready, and if he is not, then they will use any Ready Veteran model that has the Commander Trait.

Wounded models have already been removed from play and cannot be Recovered.

If the Commander model is not Ready, and there is no Ready Veteran that meets the qualifications listed above, then the player‟s Strategy Check is made with a straight d10.

Further Actions Since the Recovery sub-step happens in the SitRep phase, all models that become Ready during Recovery may have Actions ordered to them during the Orders phase.

If a Commander model is off the table because it has not arrived as a Reinforcement yet, treat it as the Commander is not Ready as noted above.

 THE ORDERS PHASE  Anyone who has participated in a combat, whether real or simulated, knows that there is a natural ebb and flow to the actions of individual participants. There is also a type of simultaneous chaos that is layered somewhere in the varying surges of initiative between opposing forces. In Brink of Battle we represent this with the Orders phase and the Strategy Check. In the Orders phase players determine which Force has the initiative or impetus of action called The Edge. At the same time they determine who has the break in the action that will naturally occur in simultaneous combat, called The Break. Then finally, players will alternate placing Action tokens on the models they want to use this Turn.

Strategy Check Results Once both players have made their Strategy Checks, the results are compared. If there is a tie in the total scores, re-roll the Strategy Check if it is the first Turn of the game. If it is a subsequent Turn and there is a tie in the final scores, then the player who had The Break last Turn gets The Edge this Turn.

The Orders Phase has the following sub-steps: 1. 2. 3.

Strategy Check & Smoke removal (if applicable). Generate Tactical Pools. Order Actions.

If one player scores higher on his Strategy Check than the other, he gets The Edge for this Turn and the opposing player gets The Break. Give the player with The Break a Break Marker of some sort to show that he has an interrupt (The Break) available for the Turn. When he uses The Break he hands the marker back to the player with The Edge. This keeps track of who has The Edge and when The Break was used.

 THE STRATEGY CHECK  The first sub-step in the Orders phase is the Strategy Check. This is a CMD Check made by both players. The outcome will determine who has The Edge and who has The Break.


BRINK OF BATTLE  Also, if a player had The Edge two consecutive Turns in a row, then the other player automatically   gets The Edge at the start of the next Turn‟s Orders phase. Make a Strategy Check only for the purpose of removing Smoke, if any.

Each Turn, when generating Tactical Pools, both players will update their available number of  Action Tokens to not exceed their total models in play. So for example, if Drew had 7 Action tokens in his Tactical Pool last Turn, and since then has had his Force reduced to 5 remaining models (whether Ready or Shocked), he will reduce his Tactical Pool this Turn to 5 Action Tokens.

 The Edge & The Break  These terms will be more fully explained in the section covering the Action Phase, as that is when they are fully used.

Smoke Removal

Order Actions

Part of the Strategy Check is the removal of Smoke Tokens and Markers. See the chapter on Maneuver & Terrain for more details.

 Action Tokens represent several abstract concepts in BoB. Chief among these concepts is that of individual initiative. Following that is the carrying out of orders barked to soldiers by their Commanders. Also, Tokens can represent a reactive surge of adrenaline spawned by the fear of death or serious injury. In any case, placing the Action Tokens on the models in your Battle Force is how they are able to take part in movement and combat.

Generate Tactical Pools  After the Strategy Check and any Smoke removal, players generate their Tactical Pools.  A Tactical Pool is merely the collection of all available Action Tokens in one place so each player may re-allocate them to their models. This Tactical Pool is created at the start of the game and remains constant throughout except where noted below.

The player with The Edge gets to decide whether he or his opponent will begin placing  Action Tokens on models. This is decided by the player with The Edge prior to anyone placing any Tokens.

To generate the initial Tactical Pool, place a number of Action Tokens on the board equal to your Commander model‟s full CMD Rating. If any of your models have Traits that add to the Tactical Pool, add those Tokens at this time.

Once this has been decided, the player who start takes a single Action Token from Tactical Pool and places it next to one of models regardless of where they are on game table, as long as they are Ready.

During this sub-step, the player with The Edge adds +3 Action Tokens to his Tactical Pool.

will his his the

 After the player places an Action Token, his opponent places one next to one of his models with the same conditions applying as mentioned above. Players will then alternate the placement of Action Tokens one at a time until all Tokens are placed next to Ready models. A model may only be Ordered a single Action Token in this manner.

 A player may never have more Action tokens in his Tactical Pool than he has models in play. Count up the number of Ready and Shocked models in your Force. If you have more Action Tokens in your Tactical Pool than that number of models, reduce your Tactical Pool to equal the number of remaining models you have in play.


BRINK OF BATTLE If one player has fewer tokens to place from his Tactical Pool, then once he has placed his last token, the other player may simply place all of his remaining tokens. If both players have a number of Tokens in their Tactical Pools equal to the remaining number of models in their respective Forces, then both players place all of their Tokens simultaneously.

Now, with both Tactical Pools generated, the players move on to the final sub-step in the Orders Phase: Order Actions. Dan then decides whether he wants to start the Order Actions sub-step or have Tom begin. Dan figures that since his Tactical pool is smaller, it will be better to watch what Tom will do and react to it. So, he tells Tom to begin the Order Actions sub-step.

Example of the Orders Phase Dan & Tom are having a game. They are playing a battle set in Stalingrad during WWII. Tom has a Battle Force of 12 Germans and Dan has a Battle Force of 14 Russians. Tom‟s Commander has a CMD Rating of 6 and Dan‟s Commander has a CMD Rating of 5.

Tom takes an Action Token from his Tactical Pool and places it next to one of his figurines. Since all of his models are Ready at the start of this Phase, he may give any of them an  Action Token. Once Tom places his Token he passes to Dan who takes a Token from his Pool and places it next to one of his Ready models. Now it passes back to Tom and so on until Dan runs out of Tokens and Tom places his remaining tokens.

They start the game after deployment and beginning with the SitRep of Turn 1 they see that they have nothing to do in that Phase. They then move directly to the Orders Phase. Each player grabs a d10 and rolls, adding their respective CMD Ratings from their Commanders for the Strategy Check. Dan totals his score and has a 9. Tom totals his score and has a 7. The Russians have The Edge and the Germans have The Break. Since Dan‟s Russians have The Edge, he hands the Break Marker to Tom.

Now all Tactical Pools are empty and all  Action Tokens have been ordered to eligible models in play. Both players then move on to the Action Phase.

 THE ACTION PHASE The Action Phase is the heart of Brink of Battle. It is through the execution of Actions that models in the game move, shoot, run, jump, and fight. It is also the driving difference between BoB and most other game systems where a player moves, shoots, and fights with all of his models while the other guy just sits there and takes a beating. The dynamic tension in BoB comes from the alternating sequence of Action execution. After all, combatants in real life don‟t  just sit around waiting to be k illed…

Now both players move to the Generate Tactical Pool sub-step. Tom‟s Commander has a CMD Rating of 6 and the Master Strategist Trait. He gains 3 additional Action Tokens during the Tactical Pool sub-step if his Commander is Ready. So, he takes 9  Action Tokens from his bag and places them near his side of the board. Meanwhile, Dan has been generating his Tactical Pool. His Commander has a 5 CMD Rating and no Traits that will give him bonus tokens. He has The Edge so he gets +3  Action Tokens this Turn. He takes 5 Action Tokens from his CMD 5, adds 3 more for The Edge and sets 8 Action Tokens aside in his Tactical Pool.

Overview  Being that the Action Phase is the most important Phase of the game, it is necessary that it is described in clear detail. This section


BRINK OF BATTLE will give an overview of the Phase and its nuances. It will also detail the use of Action Tokens and The Edge and The Break.

being executed within the over arching framework of The Edge and The Break, which lasts for the entire Turn.

 At a glance the Action Phase is where the Tokens that were placed in the Orders Phase are removed in order to activate a type of combat or non-combat Action in the game.

Priority will continue to pass back and forth between the players as they each execute their individual Actions, whether or not those Actions were subsequently successful.

Players „execute‟ Actions by declaring them, then removing the Tokens and carrying out the  Action described. They go back and forth with this, each executing one Action then passing back to the other. Once all Actions on the board have been executed, the Action Phase ends.

The Edge represents the initiative or advantage your Commander has over his opponent‟s forces during that Turn. In addition to adding +3 Action Tokens to his Tactical Pool, the player with The Edge gets to execute his first Action in a Turn without checking for a Break.

 The Edge

This rule applies even if the opponent has been forced to execute an Action first and the Edging player will execute thereafter. Once the player with The Edge has executed his first uninterrupted Action, his subsequent Actions are subject to checking for a Break as usual.

Unlike previous phases, the Action Phase only has one sub-step: execute Actions. However, before this can be done, the player with The Edge must first decide whether he will start the execution process, or have his opponent start.

 The Break 

Primary and Secondary Players

While The Edge represents the abstraction of one side having the initiative or impetus during a given phase of the conflict, The Break represents the simultaneous and random interruptions that can come from the enemy.

Whether the player with The Edge starts the execution of Actions or has his opponent start, the player that is executing an Action temporarily becomes labeled as the Primary player. His opponent is called the Secondary player. This is label assignment is called Priority. The Primary player has Priority until his Action is executed, then Priority passes to his opponent, who then becomes the Primary player. This system of labels is helpful in remembering whose Action is

 As noted in the section on Declaring Actions that follows, there is a step in the Declaration process that asks if there is a Break. This is when the player with The Break would get to


BRINK OF BATTLE interrupt the current Action to execute one of his own in an attempt to gain the upper hand tactically.

 Action if the first option is no longer viable as a result of The Break. If the first declared and interrupted Action is still viable, then the player must declare it again and go back through these steps until the Action is executed.

If the player with The Break does want to use it, then he states so and hands the Break Marker to the player with The Edge, taking it out of play. Once this is done, the Breaking player then declares his Break Action as he would any normal Action and resolves it prior to passing Priority back to his opponent.

For example, Chas & Drew are playing a game. Chas estimates that his French Cuirassier has a good chance of successfully charging Drew‟s German Musketeer. Chas is the Primary player since Drew just finished executing an Action. So Chas begins the process himself.

Some Traits can give a player an extra Break that he can use once per game. This Break can be used any time that player is asked if there is a Break in the Action, even to interrupt a Break  Action. Other Traits or circumstances may allow for a Break as well. See the specific Trait text for more details.

First Chas points to his Cuirassier and declares that the model will attempt a Charge  Action against the target Musketeer model. He then asks Drew, who hasn‟t yet used The Break, “Is there a Break?” Drew says that there is and hands Chas The Break Marker.

Declaring Actions When a Primary player wants to execute an  Action, he must follow these steps exact ly: 1.

He must first indicate which of his Active models will be executing the Action.


Then he must declare the type of Action, for example, Charge, Move, Climb, Standing Fire, etc., and nominate any required target model(s).


Next, he asks if there is a Break.


The model executes the Action if a Break has not occurred.

 At this point Chas‟ Charge Action attempt is put on hold to resolve the interrupting Break  Action that Drew will now declare and execute. Drew says that the same Musketeer model will use The Break to make a Standing Fire  Action against the Cuirassier that was going to Charge him. So, following protocol, Drew declares the Active model he wants to use, states the type of Action (Standing Fire), asks if there is a Break in case Chas has one from a Trait or Gear, and picks up his Action token off of the Musketeer model. Both players grab their respective d10s, calculate their modifiers and resolve the Standing Fire Ranged Attack Action.

If there is a Break in the Action, then this Action halts until the Break is executed. Leave the Token on this model and resolve the Break  Action immediately.

 As it turned out, the Musketeer missed the mark and did not manage to hit the Cuirassier. So, now that The Break Action has been resolved, the Priority passes back to Chas who now checks to see if his initial  Action that was interrupted is still viable.

If there is a Break, and that Action is executed, then check to see if this initial Action is still legal. If the model that was interrupted by The Break is still Active, then it must start this Action declaration over. It may either choose the same  Action as it had initially attempted, or another



His Cuirassier still has an Action token on him, the Musketeer model is still visible and the Action is able to be completed this time. So, Chas re-declares that same Charge  Action against Drew‟s German Musketeer. He asks if there is another Break in case Drew has another option for one. He does not, and Chas proceeds to remove his Action Token and move his horseman into engagement with the German. The Charge  Action is then resolved per the rules covering Close combat Actions.

For example, if the Move Action is taken and executed, you can move your model a number of inches across the tabletop to its desired destination based on its maximum allowable move distance and Terrain limits.

Forfeiting an Action Sometimes it is not strategically prudent for a player to execute an Action with a model that has one. For example, a player may like the position his model is in and does not want to move or shoot with him. However, when a player has Priority, he must execute an Action somehow.

If a model declares an Action and there is a Break, when the Breaking player asks if there is a Break, the original model interrupted may not execute a Break back. A different model from that player‟s force would need to be used to execute the second Break.

If a player has Priority but does not want to do anything with his models, he may Forfeit his turn by removing an Action Token from a model and declaring that he is Forfeiting. Priority immediately passes back to his opponent. No break is checked for when a Forfeit is declared.

Executing Actions Once an Action has been declared and The Break has been checked for, and/or resolved, a declared Action can then be executed. While each Action has its own outcome, there are some similarities between them.

Models Engaged in Close combat must first pass a CMD Base Check before they can Forfeit their Action. Play resumes normally with the passing of Priority after a Forfeit. If the player that executed a Forfeit receives Priority again that Turn, and has Active models, he may declare  Actions with them or Forfeit, whichever he chooses.

Each Action token represents a series of smaller maneuvers, swings, shots, or efforts that a given fighter will need to use to create the overall effect as defined by the Action itself. For example, a soldier performing a Mobile Fire Action will not just move and fire, or fire and move like our models do as static representations; in „reality‟ the soldier will fire while running and negotiating whatever minor terrain gets in his way, zig-zagging across the distance. However, for the game to flow properly, we summarize all of these smaller actions into one overall Action effect.

 A player may Forfeit m ultiple times during a T urn as he sees fit. However, if a player forfeits all  of his Actions in a single Action phase, then he Forfeits the entire game and loses! 

 Types of Actions There are two over arching categories of  Actions: Standard and Combat. Standard  Actions do not involve attacking opposing models, while Combat Actions are exclusively attempting to do that very thing.

 As noted above, when the Action Token is removed, the Action is then executed, meaning that you do what the Action is allowing you to do.


BRINK OF BATTLE There are six Standard and six Combat Actions. They are as follows:

 Actions and how they are modified during play. The Cavalry chapter will cover how these  Actions apply to mounted models.

Standard Actions             

     

Ambush Climb Hustle Jump Move Steady

Standard Actions 

Combat Actions     

     

Charge Disengage Mobile Fire Stand & Fight Standing Fire Take Aim

These Actions can be executed in any order. There is no prescribed sequence like in other games. This is the way tactical tension is created during play. Players never know when one Action will lead to a new opportunity to trounce or be trounced.

It should be noted that each Action is executed to completion before any other Actions can be declared. If an Action has multiple steps, all are completed before the whole Action is considered fully executed.

For example, a Mobile Fire Action has a movement component and an Attack component. Both must be completed before the Mobile Fire Action is considered executed, whether or not the Attack was successful.

However, if a model fails a Weapon Check and has not completed the movement portion of a Mobile Fire Action, the Action ends immediately.

 Actions Described

The following section describes the 12 Actions in brief. The Effects of Terrain chapter and the Combat Actions chapter will detail all of these


Ambush  –  This is a special Move  Action that combines normal movement with the act of keeping out of sight of the enemy or going to ground to hide. It may only be taken by models on Foot; Cavalry models may not Ambush. An  Ambush Action is treated as a normal Move Action of up to 6”. If the model ends its movement within 1” of a piece of Terrain that could give the model Concealment, then it may go into  Ambush. If an enemy model can draw an unimpeded Line of Sight to this model, then it may not declare itself in  Ambush. A model in Ambush cannot be targeted by enemy models unless it is detected. Climb – A Climb Action is a special kind of Move Action where a model attempts to scale a vertical surface that is greater than 2” in height. Hustle  –  A model on foot can do a Hustle move up to 10” in any direction.  A model cannot Hustle into or through Difficult or Impassible Ground. Jump  –  There are times when a fighter will need to leap across a gap or jump down from a considerable height. A Jump Action allows him to do this as a special Move Action. Move – A model on foot can Move up to 6” in any direction. All Terrain modifiers apply to this movement distance in all cases. Steady  –  When a model is Broken, it will continue to flee the game board during the Random Movement sub-step of the SitRep phase. In order to stop this model from fleeing off the table, a

BRINK OF BATTLE player must order a Steady Action to it.  As part of this Action, the model may move up to 3” toward the nearest Concealment or Cover.

his CBT Rating for this Ranged Attack. Take Aim may not be used by a model with a Slow weapon.

Ending the Action Phase Combat Actions 

If one player finishes executing all of his Actions and the other player still has Actions to execute, the player with Actions remaining may execute these in any order he chooses and does so before the Turn is completed, following the normal declaration and execution process.

Charge  –  This Action is how models become Engaged in Close combat. A Charge Action allows the model to move up to its normal Move distance and make its full number of Base Close combat Attacks at +1 CBT, if the model ends his Charge move within 1” of the target enemy model.

Once all Actions have been removed from all models in play that started the Phase Active, the  Action Phase comes to an end and the next Turn begins, starting with the SitRep Phase.

Disengage  –  When this Action is executed, the model must be Engaged in Close combat with one or more enemy models. The model gets to attempt to Disengage as detailed in the Combat Actions section.


Mobile Fire  –  As the name suggests this is firing while on the move. The model may either Move up to 6” and make a Ranged combat Attack at Rate of Fire/2; or may make a Ranged combat Attack at RoF/2 and then Move up to 6”. Mobile Fire may not be used by a model with a Slow weapon.

The central element to Brink of Battle is the game board. Table top wargame scenery provides the key element of dimension that adds to the overall fun of the game. This section will list the various types of Terrain and the impact these scenery types have on the various Actions that models execute during play.

Stand & Fight – This Action can only be taken by a model Engaged in Close combat. The model does not move and gets to make his full number of Close combat Attacks against any Engaged enemy models.

It is important to note that both players must discuss each area or piece of Terrain prior to starting a game to clarify its type and effect during play.


Standing Fire  –  This model does not move and can make a Ranged combat  Attack using his weapon‟s full  Rate of Fire.

There are four main classifications of Terrain in BoB. Each classification is intended to give a range of possible scenery types that will help players define their game boards without much hassle.

Take Aim  –  The model is spending his whole Action taking careful aim on a single target with a Ranged combat  Attack. His weapon‟s Rate of Fire is reduced to 1 and he gets a +3 bonus to



 Terrain Classifications

If a piece of scenery is classified as Area Terrain or Difficult Ground and contains areas which have Ladders, Ropes, or Climbing Nets, etc., those may be used to move as Open Ground with the limitations listed above, instead of as the prevailing Terrain type.

The four main categories of Terrain are: Open Ground Difficult Ground Impassible Ground   Obstacle(s)    

 Terrain Definitions and Effects The following rules govern Terrain definitions and their effect on the Actions models execute during play.

Open Ground Open Ground is the term used when describing clear tabletop space. This is any area that has a flat, even, level surface that has no appreciable angle/slope or debris. In other words, this is ground that does not impede or hinder movement in any way.

Difficult Ground Difficult Ground is Terrain that is hard to traverse due to any number of possible factors. Basically, any area of terrain that is broken, debris covered, slippery, steep, uneven, entangling, mushy, swampy, wet, loose, etc. is considered Difficult.

Maneuvering through Open Ground  All Actions executed in Open Ground are done at their full effect without any reduction in the distance traversed. So, for example, a Hustle over Open Ground allows a model to move up to 10” unimpeded.

Here are areas that are considered Difficult Ground: 

Ladders, Ropes, Nets, etc.

 

Ladders, Ropes, Nets, and any other type of climbing rig is treated as a modified type of Open Ground.

  

Models may use these devices to maneuver as if in Open Ground with the following limits: 

 

Models may make Move or Mobile Fire  Actions over this Terrain. Models may Charge up to 6” over this Terrain. Models may not Hustle over this Terrain. All other rules for Open Ground apply.

Hills, steep slopes, mountains. Water features of any kind. Ice or snow covered areas. Muddy, boggy, or marshy areas. Rubble, broken, or rocky areas. High grass or reeds, forest/woods, and any entangling vegetation. Any condition that would slow travel for a model as defined by the scenario.

Difficult Ground will usually cover an area as opposed to being a singly placed element.


BRINK OF BATTLE For example, a wood, bog, river, hill or ruin would cover several square inches of tabletop. Usually, this area is clearly defined by some kind of border or change in the tableto .

 A Charging Cavalry m odel may only move up to 3” into Difficult Ground during the execution of  that Action. This is not increased by the Cuirassier Trait.

Maneuvering through Difficult Ground

Impassible Ground

 A Model cannot Hustle into or through Difficult Ground.

This type of ground is physically imposing and very, very difficult to traverse. Movement into, on, or through this type of ground is not allowed except by certain Traits or Gear that break this rule. Models must move around this type of Terrain in all other cases.

Difficult Ground reduces a model‟s movement significantly. However, initially it is relatively easy to enter such Terrain, and then harder once the initial impetus of the maneuver is lost. To represent this, when a model first enters Difficult Ground, it finishes its movement normally. Models that execute an Action while already inside Difficult Ground have their movement reduced to 3” maximum even if this movement takes them out of the Difficult Ground.

Examples of what constitutes Impassible Ground could include but are not limited to deep, large bodies of water, crevasses or high sheer surfaces like mountains or overhangs. Basically, players should determine whether a model could pass through the scenery feature. If they conclude that a model cannot, then they should classify the piece as Impassible Ground.

For example, a model makes a Move Action of 6”. He wants to move into a woods feature (Difficult Ground) that is 2” away from him. Since he started the Action in Open Ground, he moves his full 6”, 2” in the Open and 4” into the wood. The next time he executes an  Action that has a movement component his move will be reduced to 3” since he was already within Difficult Ground. So, he executes another Move Action later to clear the woods. The border of the feature is only 1” away, but since his move has been reduced to 3” this is all he can move as he clears the edge of the Terrain feature. If a model has sufficient initial Move to clear the Difficult Ground, it may not Move through to the other side. It must stop its Move just inside the Difficult Ground. It will then move up to 3” out of the Terrain on the following Turn if it so chooses.

Obstacles Obstacles are linear scenery pieces that are not very large or wide, but they do block Lines of Sight and slow movement when traversed. Some, however, are gaps and snares that are below ground level and pose their own problems.

Charging models may only move up to 6” into Difficult Ground during the execution of that  Action. This is not increased by the Hack & Slash Trait.


BRINK OF BATTLE These include but are not limited to: 

Obstacle. Not all Obstacles will provide Cover based on the kind of Obstacle being used.

Walls, hedges, fences, or other vertical barriers. Gaps, traps, and pitfalls below the surface or between elevated positions.

Obstacles that are above ground will block Line of Sight. If a model‟s base is touching the Obstacle, and the Obstacle‟s height is 2” or less, then the model may see over it and draw a Line of Sight from his position. It is assumed he has found some way of seeing past the wall, hedge, etc., by either looking through an opening or peering over the top. This means that opposing models on the other side of the Obstacle can also draw a Line of Sight to this model, though Concealment and Cover may apply as normal.

 An Obstacle is no m ore than 1” in width and no more than 2” in vertical height or depth from the tabletop. Obstacles that are 1” or less in height/depth and 1” or less in width may be crossed as Open Ground. Obstacles gr eater than 1”, but less than 2” in height/depth, count as Difficult Ground; Obstacles greater than 2” must be Climbed.

If an Obstacle is less than 1” in thickness, and the Charging model can draw a LoS to a target model in contact with the Obstacle, then they may become Engaged in Close combat if the Charging model can come in direct touching contact with the Obstacle and be within 1” of the target model.

When crossing an Obstacle that is considered Difficult Ground, movement is treated differently than for other types of terrain. This is handled as follows: 

If the model starts its move touching the Obstacle, then it can move up to 3” from the opposite side of the Obstacle. If the model is not touching the Obstacle when it starts its movement, then it can cross the Obstacle and stops its movement directly on the other side, in contact with the Obstacle as long as the total horizontal movement distance does not exceed the total movement allowed the model. If the model did not have sufficient movement to be placed on the other side of the Obstacle, then it moves up to the Obstacle and ends its movement.

 Area Terrain Some types of Terrain are multidimensional and are harder to quantify on the tabletop. We refer to this type of scenery as Area Terrain. Area Terrain is typically any large defined area of similar terrain that is congested in real life, but not so easily represented in game terms.

A model cannot Hustle over an Obstacle. It can Charge over an Obstacle, but only if it was touching the Obstacle at the declaration of the Charge Action, and then it is moved 3” from the other side as noted above.

Woods, Ruins, Buildings, Jungle, and like types of scenery as agreed upon by both players before the game will count as Area Terrain.

Obstacles will provide Concealment if above ground or if the model is below ground inside the



Line of Sight through Area Terrain

 Area Terrain, Concealment & Cover

 Area Terrain represents a concentration of Terrain features of varying heights and density. To average this out for play, all Area Terrain features like woods, buildings, ruins, etc., block Line of Sight up to 2” into the feature. Therefore, only models within 2” of the edge of the Terrain feature may see out and draw a LoS and thereby have a LoS drawn to them as well.

Models wholly within the boundaries of Area Terrain have Concealment. If a model is within  Area Terrain that consists predominately of wood, metal, or stone, the model also gets Cover. If a model is within Area Terrain and can draw a Line of Sight to a Target model that is outside  Area Terrain, the Target gets Concealment, unless the firing model is touching the inside edge of the Area Terrain.

Line of Sight for models wholly within Area Terrain is reduced to a maximum of 4” if Woods, Ruins/Rubble, Jungle, etc. If the Area Terrain is a Building, then LoS within the feature is dictated by the actual building model.

Movement and Other Models No model may Move through another model, there must be sufficient space to clear all bases and Terrain features.

Buildings are different from other Area Terrain as they usually have defined openings like doorways and windows. A model wholly within a Building must be within 1” of one of these openings in order to draw a LoS outside of this type of Terrain.




So, this next section will describe the various  Actions, both Standard a nd Combat, that include movement and explain the effect of Terrain on that movement where it differs from what is described previously.

 An Action Maneuver, or just m aneuver for short, is any Action that combines the physical movement of the model across the tabletop.

Move Actions This section refers to all Actions that incorporate a standard 6” Move into their execution. These are: Move, Mobile Fire, Ambush, and Charge.

For example, a Charge Action combines a move of up to 6” with Close combat Attack(s) once the model is Engaged with the enemy model it charged.

Moving over Open Ground is uninhibited. Movement into Difficult Ground allows you to finish the total move. Moving out of or within Difficult Ground reduces all movement to 3”.



Hustle Actions When a model executes a Hustle Action it is running full tilt across the battlefield. At this pace it is not able to safely enter Difficult Ground as a slower Move would allow them to do. So, when a model that is executing a Hustle Action is about to enter Difficult Ground, they stop at the edge instead.  As mentioned earlier, Charging models can enter Difficult Ground as with a normal Move  Action. If the model has the Hack & Slash or Cuirassier Traits, it can only maneuver into Difficult Ground with its base Charge move and not the +4” enhanced move. If the model starts the Turn in Difficult Ground and executes a Charge Action it can only move up to 3” to execute the Charge.


The controlling player decides to move the model out of Ambush or executes any other Action;


An enemy model can draw a Line of Sight to the model in Ambush without any interposing Terrain partly blocking the model or its base;


An enemy model Detects the model in  Ambush. All models have a Detection range equal to their unmodified CBT Rating in inches. So, when an enemy model moves within its CBT Rating in inches of a model in Ambush, this condition is met and the Ambushing model loses that label and may be targeted normally.

When a model in Ambush is Detected, it still gets Concealment and Cover (if any) against the model that Detected it until the Detecting model has executed its Action completely.

Finally, models may not Hustle inside Difficult Ground.

Detecting Ambush

If the model in Ambush is Detected because the enemy model can draw an clear Line of Sight to him, he still gets Concealment against any

Models in Ambush remain so until one of three conditions are met:



 Attacks brought against him by the Detecting model through the end of the Detecting model‟s  Action. The model being Detected does not benefit from Cover if Detected in this way.

Steady & Disengage Actions 

The Steady and Disengage Actions are special in that they ignore the effects of all but Impassible Terrain. This is due to the erratic nature of their Actions and the lack of careful consideration in the mad scramble to get to safety.

Climb Action Models may execute a Climb Action to scale up or down a sheer surface. This is done when the Obstacle is higher or lower than 2” from the ground level of the model. A model that wants to execute a Climb Action must obey the following rules:

He must start the Action phase with his base touching the surface he wants to Climb. The Obstacle or wall, etc. that he wants to Climb must not be more than 4” high/low. He must be Active. He must have both hands free. This means that he cannot use a weapon or shield while making the Climb. The Model cannot be subject to the Heavy Trait. If the Obstacle has an area of more than 1” in width, then the model halts his Climb move once his base clears the edge.

To make a Climb Check, the Primary player makes a CBT Check. The Secondary player rolls a d10 and adds a number equal to the height in inches of the Obstacle the model wants to Climb, rounding up  to the next highest whole number.


BRINK OF BATTLE If these two conditions are met, then the model may move, jump down, and continue moving from the point where he landed and finish his move distance from there. The 2” or less distance he jumps down does not   count toward his total movement distance.

 Jumping Down from Greater Heights  A model may only make a safe jump down from a height of 4” or less. Jumping from a height greater than this is a Fall and will be covered later in this section. When a model wants to attempt a Jump from a height of between 2 and 4 inches, he must make a Jump Check to avoid Falling.

For example, a model attempting to Climb a wall that is 2.5 inches high, will have an opposed roll modifier of 3 + d10 to meet or beat in order to be successful. If the Primary player equals or exceeds the opposing total score, the model succeeds. If he fails, then two things can happen: 1.


If the model is attempting to Climb up an Obstacle, then he loses his Action and cannot find a proper hand hold or footing to make the Climb. If the model was Climbing down an Obstacle or wall and fails the Check, then he Falls. See Jumping & Falling for more details.

 Jump Action

 Jumping Across Gaps

When a model wants to traverse a gap or drop down to a lower level from a higher one, he will need to execute a Jump Action.

 A model can also use a Jump Action to cross a gap in the ground or between buildings, etc. It can only be attempted if the following conditions are met:

When a model wants to Jump down a drop that is 2” or less, he may do so as a normal maneuver as part of another Action without taking the Jump Action if two conditions exist: 

 

The model is in Open Ground before and after the Jump down. He is only executing a Charge, Move, or Mobile Fire Action.


The model is Active. The model is not subject to the Heavy Trait. The model starts and completes the Jump in Open Ground. The model must start the Jump with his base within 1” of the edge of the gap. There must be enough space on the


opposite side of the gap to accommodate the model‟s entire base. The gap distance cannot exceed 4” f or a Foot or Warhorse model, and 5” for a Riding Horse Cavalry model.

For example, Joe has a British Commando model that he needs to reposition on the board to counter Bob‟s Fallschirmjager presence. So, during his Action, Joe has the Brit take a Move Action that will result in his dropping 4” down from his perch and landing on Open Ground below.

If the model successfully passes his Jump Check, then he is placed on the opposite side of the gap with his base edge touching the edge of the gap. If he fails the Check then he falls the distance, as discussed later in Falling.

Joe looks at the Commando‟s profile and sees that he has a CBT 5 Rating. Jolly good that. He declares the Action, checks for the Break, and rolls his d10 for a total score of 8. Bob measures the distance dropped and sees that it is, in fact, 4” to the ground. He rolls a d10 and adds 4 for a total of 11. Joe‟s Commando fails his Check and so he Falls 4” to the ground instead. Damn gamey leg….

Falling When a model Falls, it will land at the bottom of whatever if fell from. The Primary player who executed the Action that failed and resulted in a Fall will immediately make a Resistance Check for his model.

 Jump Checks Whether for a jump that crosses a gap or a vertical distance, the Jump Action is resolved the same way.

The Secondary player will roll the Damage Check using the number of inches fallen as the Damage Bonus to add to the d10 result.

The Primary player makes a modified CBT Check for the model attempting the Jump. This is opposed by the Secondary player‟s roll of a d10 plus the number of inches of space being  jumped, rounding up to the next whole number as with Climb Checks. If the model passes the Check (equals or exceeds the opposing score) he lands safely on the other side or bottom as appropriate. If he fails, then he Falls and takes damage as determined in the Falling section below.

Compare the scores and apply Injury results normally. Armor Rating does not   apply to the Resistance Check. If a model fails a Jump or Climb Check that results in a Fall, whether or not the Fall causes any Injury, the model‟s Action ends immediately, with any remaining component of the Action lost.

If a model attempts to Jump a gap and fails his Jump Check, place the model equidistant from either side of the gap and resolve the Falling Check from there.



Shocked Models & Falling

For example, Joe‟s Commando mentioned above fell 4”. Joe places the model at the base of the wall he fell down. Joe then rolls a d10 and adds the Commando‟s CON 4 Rating for a total of 11. Bob rolls a d10 and adds 4 (total inches fallen) for a total of 7. They compare totals and see that Joe‟s model suffered No Effect from the Fall. However, if their results were reversed, Joe‟s Commando would be Shocked from the Damage Check and would be placed on his side.

Sometimes a model will become Shocked while standing next to a drop, while on a ledge, or while crossing a narrow passage or walkway. When this occurs, the model is in danger of falling over the edge and facing even greater damage from a fall. Whenever a model becomes Shocked within 1” of the edge of a surface that is more than 2” in depth/height, then he will need to pass a CBT Check in order to avoid falling down that height. This Check is made once the Injury has been assessed. The Shocked model makes a CBT Base Check. If he passes, then he avoids the Fall. If he fails, then he Falls the distance indicated by the Terrain, and a separate Falling Damage Check is made as usual. Remember that since the model is Shocked, the Check will be at CBT/2.

Cavalry Models and War Dogs The Maneuver rules for Cavalry and War Dogs are located in the chapters on Cavalry and War Dog models respectively.

SMOKE Smoke is a common side effect of warfare. BoB has two types of representations of this effect: the Smoke Token and the Smoke Marker. Players will need to have suitable Smoke Markers and Tokens in order to use these rules. They should be modeled on the base sizes noted hereafter. Smoke Tokens are modeled on 1”-1.5” diameter round bases and represent a smaller amount of smoke, usually generated by black powder weapons. Smoke Markers are diameter round bases.






Removing Smoke Tokens/Markers

In all cases, the actual height of the „smoke‟ modeled effect is not too important, as they count for different heights in game play based on type.

 Assuming a Smoke Token has not been dissipated by a model‟s movement, the following rules cover the unique removal of Smoke Tokens and Markers.

 A Smoke Token counts as 4” in height while a Smoke Marker counts as 8” vertically.

Smoke Tokens/Markers are removed because of dissipation into the air. This occurs at an unpredictable rate, and is represented as part of the Strategy Check.

Players must place a measuring device next to the Token or Marker vertically to determine the effects of Line of Sight and Concealment when targeting models at different height elevations through Smoke.

When the players make their Strategy Checks in the Orders Phase, subtract the lower total score from the higher one. The difference is the number of Smoke Tokens or Markers that will be removed this Phase.

Impairs Vision Smoke‟s primary effect in the game is to obscure models from view. Smoke behaves differently than other Terrain when models try to see through it.

Starting with the player who had The Edge last Turn, begin the alternating removal of one Token/Marker at a time until the above number has been reached. A Marker that is removed is replaced by one Smoke Token.

Smoke does not block Line of Sight. However, any LoS that is drawn through any part of the Smoke or its base will give the target model Concealment. So, even if the Smoke Marker/Token totally covers the model behind it, you may still draw a LoS, but the model counts as Concealed when the Attack is resolved.

For example, “Genghis” Cam and Tom are playing a game. They have generated 5 Smoke Tokens and 3 Smoke Markers during the last Turn from a combination of Black Powder shots.

Models may execute any type of movement  Action through Smoke at no penalty. That is, a model may Move, Hustle, Charge, Climb,  Ambush, Jump, Disengage, and Mobile Fire through Smoke.

During the Strategy Check this Turn, Cam‟s total score was an 11, and Tom‟s a 16. The difference is 5 (16-11=5). Cam had the Edge last Turn, so he starts by removing a single Smoke Token or Marker of his choice. If he removes a Marker, he must replace it with one Smoke Token. Then Tom removes one, and they continue to alternate until Cam has th removed the 5  one from the board.

When a model moves through  a Smoke Token, remove the Token, as the passing model has dissipated the small amount of Smoke with his body. Smoke Markers are unaffected by model movement.





This chapter covers all six combat Actions. It is divided into three sections: General combat rules, Ranged combat, and Close combat respectively.


Choose an Active friendly model and declare the type of Action to be executed i.e. Charge, Standing Fire, etc., and pick a target model of the Attack. Check for a Break in the Action. If no Break, then proceed to the next step. If there is a Break, then resolve it first. Move to the Attack Step.


General combat rules include all basic rules that pertain to both Ranged and Close combat  Actions. The other sections deal only with those rules specific to Ranged and Close combat  Actions, respectively.

Once in the Attack Step, certain basic rules apply for both Ranged and Close combat.

 Apply Attacker/Defender Labels The model executing the Action becomes the  Attacker and the target model(s) become the Defender(s).

General Combat Rules

Check Line of Sight, Target Priority & Range to Target

 All combat Actions are opposed Checks. In each case, there will be an Attacker and a Defender. The Attacker is the model that is executing the combat Action, while the Defender is the target of that Action.

The Priority Player (the one who controls the  Attacker) will check Line of Sight, Target Priority, and Range to the target model.

Calculate Attack & Defense Modifiers

Some combat Actions include a Move Action of some type. In all cases, these movements are subject to the rules for Terrain covered in the Effects of Terrain chapter.

The Priority Player will then calculate the modifiers for the Attacker and Defender, with the Secondary Player‟s help.

The following are the rules for executing combat  Attack Actions, whether for Ranged or Close combat.



Resolve the Attack & Defense Scores

For example, Scott‟s Roman Legionary makes a Close combat Attack on Brad‟s German Barbarian. Scott‟s Total Attack Score was 11. Brad‟s Total Defense Score was 8. Scott‟s Attack succeeds by 3 points. Scott‟s Damage Bonus is +3 for this Attack.

Once all modifiers have been applied, the resolution of the Attack(s) is done as with all other opposed Checks. The Attacker rolls his die/dice, takes the highest result and adds his modified CBT Rating to it for his Total Attack Score.

If the Attacker‟s score equaled  the Defender‟s, then the Attack succeeds but does not confer a Damage Bonus.

The Defender rolls his die/dice and takes the highest result, adding his modified CBT Rating to it for the Total Defense Score.

 The Damage Check  The Damage Check is an opposed roll that determines the degree of injury caused against the Defender by a successful Attack.

Compare Attack & Defense Scores Both players now compare their scores. If the  Attacker‟s score equals or exceeds  the Defenders score, the Attack succeeds. If the  Attackers score is less than the Defender‟s, then the Attack failed.  A failed Attack ends the Action, unless the  Attacker was able to Attack more than one enemy model. In that case, resolve all Attacks allowed for this combat Action before declaring its execution complete and passing Priority. If the Attack Action included a movement component and that movement was not done prior to a failed Attack result, complete the movement before ending the Action.

The Attacking model takes its Base Damage for the weapon used, adds any Damage Bonus to this, and combines those results with the roll of a d10 for the Total Damage Score.

 A successful Attack will move to the next step: the Damage Check.

The Defender takes his model‟s CON Rating, adds any Armor Rating the model has, and combines these numbers with the roll of a d10 for his Total Resistance Score.

Damage Bonus If the Total Attack Score exceeded   the Total Defense Score, then the Attacker has a Damage Bonus. Essentially, this represents how well the  Attacker did in hitting the enemy model in a weak or vulnerable spot.

Determine Injury Results Both players now compare the two scores. If the Total Damage Score is less than  the Total Resistance Score, then the Attack did little damage to the Defender, resulting in No Effect.

Each point the Total Attack Score exceeds  the Total Defense Score by is one point of Damage Bonus.

If the Damage score equals or exceeds  the Resistance score, then the Defender becomes Shocked. He has been hurt sufficiently to drop


BRINK OF BATTLE him to the ground. He is Injured and is combat ineffective. If the model was Active when it became Shocked, immediately remove its Action token.

If you have a doubt about what a model can see, use a string or laser pointer to check the Line of Sight without pre-measuring the distance.  A player m ay check a Line of Sight any time he desires by stooping over the table. He may only use a device to check Line of Sight once he has declared a Ranged or Close combat Action.

If the Damage Check exceeds  the Resistance score by 5 or more, then the model has been seriously Wounded and is removed from play as a casualty.

Once a combat Action has been declared, the player must check Line of Sight if there is a question as to whether he can see the target model. As mentioned previously, Line of Sight is abbreviated as LoS.

 After applying all Damage results and resolving any included movement, the Attack Step ends and Priority passes to the other player.

This means that you must be drawing a LoS from your model‟s „eyes‟, visor, etc. to the target‟s Body Proper, not from other parts of your model.

Line of Sight and the Body Proper These rules work off of the premise that while our models are static, the soldiers they represent would have a full range of motion. So, to make this playable, the Body Proper rule is used to define what part of a model is used to determine LoS.


If from your model‟s eye point of view you can draw an uninterrupted line to any   part of the target model‟s Body Proper, you have a Line of Sight.

Line of Sight

If you cannot see any part of the target model‟s Body Proper, then there is no LoS and the model may not be targeted.

 As mentioned in the Models chapter, all models o in BoB have a 360 range of view. However, what a model can see is restricted by the Terrain and models on the game board.

The model‟s Body Proper is any part of the model that includes its base, head/neck, torso, arms, legs, hands, and feet. It also includes any items worn on these parts. It does not   include items carried  by the model.

Whether in Ranged or Close combat a model can only make attacks against an enemy model it can see. This requires you get a „model‟s eye view‟ of the tabletop and determine if your mod el has a Line of Sight to the target model.

Backpacks, satchels, pouches, ammunition, helmets, crests, plumes, hats, armor, shields, clothing, and any other pieces of a model that are worn by it count as Body Proper.

 A Line of Sight is a direct visual line from the model executing the Action to the target of that  Action, whether from shooting or charging into combat.



the interposing model is in the way. As long as any part of the target model‟s Body Proper can be seen around the Body Proper of the interposing model, a LoS can be found.

For example, the Body Proper of the models above is everything on the models and their bases, except for the spear and rifles they hold in their hands. Their other Gear is worn and therefore counts as Body Proper. If an enemy model could only see part of their hand held weapons, then it would not have a LoS to this model.

However, since models in actual battle are not static like our toy soldiers, they never   provide Concealment or Cover for other models. When drawing a LoS for a Close combat Charge  Action, the Attacking model must be able to move in a direct, straight line to the target Defending model. Even if he has a LoS at the declaration of the Charge, he may not be able to execute it if another model will block his direct route. See the Close combat section later in this chapter for more details.

Body Proper for Cavalry & Crew The definition of Body Proper for Cavalry and Crew models is somewhat more inclusive than for foot models. These models usually combine several elements onto a single base. Cavalry models include the Riding/War Horse model itself, plus any items it is wearing such as saddles, harness, barding, blankets, and saddle bags or holsters, etc., in addition to the Rider model and his normal Body Proper parameters.

 Target Priority  Another common factor between Ranged and Close combat Actions is Target Priority. This is the rule that dictates which enemy models can be targeted once a model has acquired a Line of Sight.

Crew models use the same rules for regular foot models except if any part of either model or the weapon system they Crew is visible, then it counts as Body Proper for LoS purposes.

Friendly Fire Isn’t Friendly

Models executing a Ranged or Close combat  Action must  target the closest  enemy model they have LoS to when declaring their Action.

 A model may draw a Line of Sight past another model for Ranged combat Actions even if part of

In both cases, enemy models that are Shocked may be ignored for Target Priority purposes.



If there are enemy models equidistant from the  Attacking model, then the Priority Player gets to decide which model is the target.

 As mentioned previously, there is no premeasuring in BoB. Once targets have been declared then the Priority Player may measure the distance from his Attacking model to the base of the Defending target model.

Models Engaged in Close combat may be ignored for Target Priority purposes.

This will also be the time to measure to see which model is closest for Target Priority purposes if that remains in question.

 Also, models Engaged in Close combat may not be targeted for Ranged combat Actions. For Ranged combat Actions, a closer model with Concealment may be ignored for Target Priority in order to target a model without Concealment that is farther away.

When measuring, do so from the nearest base edge of the Attacking model to the nearest base edge of the Defending model. Remember, corners count for measuring on models that have square/rectangular bases.

If more than one target enemy model has Concealment, then the Target Priority rules apply.

When measuring for a Ranged combat Action, players are checking to see if the target model is within the maximum shooting range of the weapon, and to figure which modifiers will apply to the Attack based on the actual distance to the target.

 A model in Concealment and Cover that is closer than another farther enemy model with no Cover may be ignored in favor of models that are easier to target and potentially hit even if they are farther away.

When measuring for a Close combat Action, the players are checking to see if the Charging  Attacker can bring his model‟s base within 1” of the Defending model‟s base by the most direct route.

 Additional rules for Ranged and Close combat  Actions that use Target Priority will be covered under their appropriate sections.


In summary, all combat Actions use the above rules. Depending on the type of Action, whether Ranged or Close, additional rules will apply.

Once Line of Sight has been determined and during the process of figuring out Target Priority, it will be necessary to measure the Range from the Attacker to the target Defending model.




It is the farthest distance in inches that the weapon may be fired at maximum efficiency for accuracy and damage.

What follows are rules that are specific to Ranged combat Actions. These add to the rules listed above and further define their use when executing these Actions.

The second category is Long Range. A model is firing at Long Range if the distance to the target is over the Effective Range of his weapon, or 20”, whichever comes first.

Ranged Attack & Defense Ratings

Finally, the last range category is Point Blank Range. This is equal to the model‟s modified CBT Rating or less in inches.

Models making Ranged Attacks use their full CBT Rating when rolling for their Total Attack Score unless modified.

For example, a model with CBT 4 and the Trait Marksman+1 has a modified CBT of 5. If he fires on a model at 5” or less in distance, he is firing at Point Blank range.

Defending models use their CBT/2 when rolling their Total Defense Score unless modified.

Ranged Weapon Profiles

Long Range Maximum Distance

Ranged weapons have three Ratings that define their characteristics in the game, much like the soldiers using them. Weapons also have Traits that further define their use.

 All weapons can fire at Long Range up to a maximum distance of 2 times the weapon‟s Effective Range.

These three Ratings are Effective Range, Rate of Fire, and Base Damage. They are abbreviated as ER/RoF/DMG on the weapon‟s profile.

For example, a model firing a Bow can target a shot at a model that is up to twice its Effective Range of 15”, or 30”.

Range Categories

 All shots fired that turn out to be at greater than this maximum distance automatically miss. If a model is subject to Weapon Checks, they still need roll a d10 to see if they must make a Weapon Check, even if that shot is over Maximum Long Range distance.

There are three range categories in BoB. The first is the most commonly referenced range in the game, called Effective Range. This number is the first number listed on a Weapon‟s Profile.



Some weapons are more powerful and their projectiles will travel much greater distances. Where noted in their rules, some weapons will have a maximum Long Range of up to 3 or 5 times their Effective Range.

Ranged Combat Modifiers There are two basic modifiers that apply to an  Attacker executing a Ranged combat Action. The first is the Range penalty and the second the Movement penalty.

Rate of Fire

Long Range Penalty

BoB doesn‟t count bullets and arrows. Each Ranged weapon has a Rate of Fire (RoF) Rating that represents an abstract volume of fire rather than an exact number of shots. It also represents a shooter‟s ability to reload and get the most out of his weapon‟s ammunition capacity, etc. Do not take RoF as an attempt on the game‟s part to accurately quantify real rates of fire.

When range is measured, if the distance from the Attacker to the Defender is greater than the Ef fective Range of the Attacker‟s weapon, the  Attack is at Long Range.  Additionally, if the distance to the target m odel is greater than 20” it becomes an Attack at Long Range, even if it is still within the Effective Range of the weapon.

Rate of Fire indicates the number of d10‟s that a player will roll when resolving a Ranged Attack with that weapon. The player rolls that number of d10‟s and takes the highest one to determine his Total Attack Score against his target.

Basically, a Ranged Attack is at Long Range if the distance to the target is greater than the Effective Range of the weapon, or 20”, which ever distance is reached first.

Base Damage

 All Ranged combat Actions against targets that are at Long Range from the firing model are at a CBT/2 penalty.

This too is an abstract reflection of a weapon‟s ability to injure a target. It is used for determining all Ranged weapon Damage Checks. Base Damage is added to any Damage Bonus and a d10 result to determine the Total Damage Score during a Damage Check.



For example, a Medium Machinegun has an Effective Range of 30”. If the target is over 20”, or Long Range, then the penalty is CBT/2. The weapon‟s maximum Long Range tar geting distance is still 30” x5 or 150”, far greater than our tabletops will allow, but more realistic in feel. Since the Effective Range is greater than the 20” Long Range penalty, the Effective Range is only used to determine maximum distance for firing.

For example, Dan‟s Swedish Musketeer has targeted Tom‟s Imperialist Pikeman with a Ranged Attack. The Pikeman is standing in the Open, with nothing obscuring the Musketeer‟s Line of Sight. When Dan and Tom resolve the Attack Action, Tom will take his Pikeman‟s CBT of 4 and apply a C BT/2 penalty to it for being in the Open. He then rolls a d10 and adds 2 to the result for his Total Defense Score.

Continuing the example, if a model with a Crossbow which has an Effective range of 18” targets a model at 19”, the Long range penalty of CBT/2 will be triggered at over 18”, the weapon‟s Effective Range.

Continuing the above example, if the Pikeman had a piece of interposing Terrain obscuring part of his Body Proper, then he would have Concealment. He would then be at CBT full or 4 for determining his Total Defense Score.

Movement Penalty Line of Sight and Concealment

If the shooting model has taken a Mobile Fire  Action, then his weapon‟s Rate of Fire will suffer for the inaccuracy of firing while moving.

Concealment is defined as follows: When an  Attacking model draws a LoS to a Defending model, if any  part of the target model‟s Body Proper is obscured by any   type of Terrain or interposing scenery it gets Concealment.

 All Ranged weapons that execute a Mobile Fire  Action suffer a RoF/2 penalty that is not reduced below a 1.

Remember, if the interposing Terrain completely  obscures the target model, then the shooter does not have a Line of Sight. So, the Concealing terrain must still show some important portion of the target model as clearly defined in the rules on Line of Sight and Body Proper.

For example, a model has a Rifle with a Rate of Fire (RoF) of 2. He takes a Mobile Fire  Action and his RoF/2 penalty drops his rate to 1. He can move up to 6” and fire once, or fire once and move up to 6”, but in either case his Rate of Fire is cut in half and rounded down to be no less than 1.



Concealment is Terrain that partially obscures the shooter‟s Line of Sight. Cover is the physical protection offered by certain types of interposing Terrain.


 A model must meet certain requirements to benefit from Cover. First, the Cover must be hard, so anything made of earth, stone, metal, or wood will count. Things made out of leaves, cloth, cardboard, glass, paper, etc. will not confer a Cover bonus. Both players should

Defending models will either be in the Open or in Concealment. Models in the Open will Defend against a Ranged Attack at CBT/2. Models in Concealment defend at CBT full against Ranged  Attacks.



have discussed what counts as Cover prior to the game starting to avoid arguments in the heat of battle.

Cover Bonus When a Defending model has Cover he gets to roll one extra d10 when making his Defense roll. He uses the highest result of all dice rolled to calculate his Total Defense Score.

Secondly, the Cover must be between the  Attacker and the target. Finally, the target model must be within 1” of the Cover or it is treated as Concealment instead.

Cover Adjustment

Interposing Terrain that provides Cover also provides Concealment.

If a Ranged Attack is declared against a potential Defending model, and that Defending model is within 1” of a suitable piece of Terrain, it gets a free Cover Adjustment and may move to touch the scenery piece nearby. If more than one piece of Terrain is within an inch, the Defending model‟s controlling player may choose the direction of the move.

Models Engaged in Close combat never get Concealment or Cover from each other, but may if being targeted for a Ranged Attack by an unengaged model.



This Cover Adjustment is free, happens in response to the target model becoming a Defender, and takes place right at the start of the Attack Step.

NOTE: If a Defender already has Cover, you may NOT reposition the model with a Cover  Adjustment in an attempt to remove it from a Line of Sight. 

RANGED COMBAT ACTIONS There are three Ranged combat Actions in BoB. They are Mobile Fire, Standing Fire, and Take  Aim. The following rules expand the scope of these Actions in full.


Mobile Fire  –  As the name suggests this is firing while on the move. The model may either Move up to 6” and make a Ranged combat Attack at Rate of Fire/2, or may make a Ranged combat Attack at RoF/2 and then Move up to 6”. The movement component of this Action follows all normal rules of Maneuver and Terrain. Standing Fire  –  This model does not move and can make a Ranged combat  Attack using his weapon‟s full Rate of Fire. Take Aim  –  The model is spending his whole Action taking careful aim on a single target with a Ranged combat




 Weapon Checks

 Attack. His weapon‟s Rate of Fire is reduced to 1 and he gets a +3 bonus to his CBT Rating for this Ranged Attack. Take Aim may not be used by a model with a Slow weapon.

With the grit and wear that comes from life on the battlefield, a gun can be rendered useless in many different ways.  Ammunition supplies are also limited in most cases. Conservation of ammo is a key concern when re-supply is in question.

RANGED SPECIAL RULES Shooting from Elevated Positions

To represent the vagaries of battlefield wear and ammunition supplies running out, BoB uses Weapon Checks.

 A model is considered in an Elevated Position when it is 2” or more above the enemy models it is able to target. When a model is targeting enemy models from an Elevated Position, it may ignore the Target Priority rule and fire on any models it has a Line of Sight to that are two or more inches below its position.

Whenever a Firearm is fired in the execution of a Ranged combat Action, pay attention to the roll of the firer‟s d10‟s; if any dice rolled turn up as a 1, then a Weapon Check will need to be made immediately.

When measuring to determine if Elevated Position applies, measure from all model bases.

If the Weapon Check is passed, as detailed below, then the shot is resolved normally. Use the highest die rolled for the Attack as usual.

If there are any enemy models on the same elevation as the model firing, he must target those models using the normal Target Priority rules if they are closer. This will prevent the firing model from targeting models on a lower elevation that are farther away.

If the Weapon Check fails, then the shot fails to hit and the Ranged combat Action ends immediately. Any remaining movement component is lost as the model spends the rest of his Action clearing a jam or reloading the weapon.



Making the Weapon Check

per se. So, instead, he‟ll shoot the bastard at Point Blank Range.

The Primary player makes a CBT Check using the CBT Rating of the firing model versus the Secondary player‟s Check. The Secondary player rolls 1d10+ the RoF of the firing model‟s weapon.

If a Ranged Attacker is within his CBT Rating in inches from his target he is firing at Point Blank range. The Attacker cannot be within 1” of the target model. Shots fired Point Blank will negate a target model‟s Concealment, if it has any (see Concealment section above). The target will still benefit from Cover, but will only be CBT/2 for its Defense roll.

For example, if the Firing model shoots a weapon that has a ROF 2, and one of the dice he rolls is a 1, then he immediately makes a Weapon Check. The Primary player rolls the firing model‟s CBT Rating +1d10. He compares this to the outcome of the Secondary player‟s Check of 1d10+2, the RoF of the shooter‟s weapon. If the Primary player‟s total meets or beats the Secondary player‟s total, then the Attack is resolved normally. If the Check fails, the Attack fails and the Action ends immediately.

For example, Fritz has a Rifle and is CBT 4. Pierre has a Rifle and is CBT 4. Pierre is behind Concealment and is CBT 4 for his defense rolls. Fritz takes a Mobile Fire  Action, moves up to Pierre‟s hedgerow and stops 3” away. Since Fritz is not within 1” of Pierre, but is within his own CBT Rating in inches (4”), he may take a Point Blank shot with his single Attack at Pierre. Fritz is CBT 4 and Pierre loses Concealment which drops him from CBT 4 down to CBT/2 of 2. At this point both players make their rolls and Fritz  just misses Pierre.

If more than one „1‟ is  rolled, only a single Weapon Check is made.

Point Blank Shooting There are times when a model armed with a Ranged weapon is very close to a target model, but does not wish to engage in Close combat


BRINK OF BATTLE Do note that any Traits that modify CBT for shooting do  add to the CBT rating for determining Point Blank Shot range.

Once the Attack has been declared, each player will roll a d10 for each model he has Engaged in the combat that the original Attacker was attempting to shoot into. Re-roll any ties. The model with the lowest d10 score is the one that will be the target for this Attack. If it is a model that is friendly to the Attacking model, then the Secondary Player will roll for that model‟s results, while the Primary Player executes the  Attack roll. Remember: Friendly fire isn‟t friendly…

For example, if Fritz had CBT 4 and Marksman+1 as a Trait, then he could make a Point Blank Shot at 5” or less, as long as he doesn‟t within 1” of the enemy model. Finally, a model‟s Point Blank Range distance cannot exceed his weapon‟s Effective Range.

Shooting into Close Combat Models cannot target enemy models that are Engaged in Close combat with friendly models. In some cases this rule is suspended and a model will be allowed to fire on a combat involving a friendly model. When this occurs the Ranged Attacks must be randomized as they are executed.

If a model becomes Shocked during this process, then it is no longer eligible as a target for shooting if there are Ready models still Engaged.




gets to make his full number of Close combat Attacks against any Engaged enemy models.

 As with Ranged combat, Close combat follows all of the General combat rules. There are some additional rules that apply to Close combat as noted below.

Number of Close Combat Attacks  As described in the chapter on models, each figure has a number of Close combat Attacks equal to its unmodified CBT/2 Rating.

The three Close combat Actions are: 

Charge  –  This Action is how models become Engaged in Close combat. A Charge Action allows the model to move up to its normal Move distance and make its full number of Base Close combat Attacks at +1 CBT, if the model ends his Charge move within 1” of the target enemy model.

These Attacks indicate the number of d10‟s that the model may use for Attack and Defense rolls during the execution of any Close combat  Action.  As with the Rate of Fire of Ranged weapons, the player determines the number of Attack dice to be used against an opponent, rolls them and takes the highest result to calculate the Total  Attack Score.

Disengage  –  When this Action is Ordered, the model must be Engaged in Close combat with one or more enemy models. The model gets to attempt to Disengage as detailed below.

 A Defender in Close combat will roll a number of d10‟s equal to his Base Attack number and take the highest for calculating his Total Defense Score.

Stand & Fight – This Action can only be taken by a model Engaged in Close combat. The model does not move and



Declaration of Close Combat Attacks

Charge Action Movement  All Charge Actions follow a straight line to the target model being Charged. The model Charging must   take the most direct route possible; it cannot deviate from the straight line Charge.

Some Attackers will have more than one Close combat Attack available to them. When this is the case they must declare which enemy models will be receiving Attacks and in what number if there are multiple opponents Engaged with the  Attacker. The Attacks are resolved in any order the Attacker chooses. All Attack dice that are assigned to a single target Defender must be rolled at the same time and the highest result used for the Total Attack Score.

 A Charge must also bring the Charging model closer to the Target model as it moves. A Player may not   move a Charging model away from the shortest route in order to bypass another model or Terrain piece, even if doing so would still bring it within 1” of the Target model.

Close Combat Attack & Defense Ratings

If a model cannot make a straight line Charge to the target model being Charged, then the Charge cannot happen.

Unlike Ranged combat Actions, Defenders in Close combat use their full CBT Rating for all Checks, unless otherwise modified by another rule.

If the Charging model does not have sufficient movement to cover the distance to within 1” of  the target model, then the Charge cannot complete and the model is moved the full distance and stops, ending his Action.



Unlike Standard or Ranged combat Actions, Close combat Actions have several additional rules that are specific to their type. These are Engaged, At Risk, Counter-Attack and Weapon Reach. These additional terms clarify what happens in the simultaneous exchange of Close combat Actions.

When a Charging model‟s base comes within 1” of the target model, both models are said to be Engaged. When a model is Engaged, it cannot move away from combat at will without letting its guard down and possibly provoking an Attack. See the Disengage Action for further details on how to get out of Close combat once Engaged.

Before any of these additional rules can apply, a successful Charge Action must be executed.



 An Engaged model may not execute a Charge  Action until it has either become un-Engaged by a successful Disengage Action or because there are no Ready enemy within 1” of its base.

combat Action normally. If one model has a higher number, the following rules apply: 

 Weapon Reach Each Close combat weapon will have a Reach number in the first slot on its weapon profile. This number will range from 0-3, and represents the varying lengths that certain weapons have in the real world. Some Ranged weapons can be used in Close combat and have an effective Weapon Reach of 4.

Weapon Reach reflects the advantage a longer weapon will have in the initial round of Close combat. When an Attacker successfully Charges a Defender, compare the Weapon Reach number from the first slot on the Weapon Profile for all Engaged combatants. If the numbers are equal, then proceed with the resolution of the Close


If the Attacker‟s Reach number is higher, then he is not At Risk during the resolution of his Close combat Action, regardless of the number of Attacks he is making against this opponent. If the Defender‟s Reach number is higher, then the Attacker is at CBT/2 for all of his Attacks against that Defender during the resolution of this Action. If the Attacker has Charged multiple opponents, compare all Reach numbers. Apply the results against each opponent individually. If a model is previously Engaged when Charged by another enemy model, compare Weapon Reach with the newly Engaged Charging enemy model and resolve that Action accordingly.


 At Risk For example, Alan has an Austrian Grenzer armed with a Musket and fixed Bayonet. This gives his model a Weapon Reach of 2. Scott has a dirty Cossack with a Sword and a Weapon Reach of 1. Alan‟s Grenzer charges Scott‟s Cossack. They compare Weapon Reach numbers to see that Alan‟s Grenzer will not be At Risk for the resolution of his Charge Action.

Fighting in hand-to-hand combat puts both the  Attacker and Defender directly in harm‟s way. A model executing a Close combat Action is At Risk unless something removes this condition from it. An At Risk Attacker can be hit by a Counter – Attack from a Defender. When an At Risk Attacker misses with an Attack, he must check to see if he has opened himself to a Counter-Attack.

When Scott‟s Cossack executes his Stand & Fight Action next, both models start the  Action Engaged, and therefore no Weapon Reach is taken into account as both are now desperately fighting to stay alive in hand-tohand combat.

If the Attacker‟s Total Attack Score is less than the Defender‟s Total Defense Score, then the  Attack has failed. If the Attack failed by an amount greater than the Attacker‟s base CBT Rating, then the Defender gets a Counter-Attack against the  Attacker.



For example, Joe‟s British Commando is the  Attacker with a CBT Rating of 5. Scott‟s Defender is a DAK Grenadier with a CBT Rating of 4. The Attacker failed his Attack with a Total Attack Score of 6. The Defender‟s Total Defense Score was 13. Since the Defender‟s score was more than 5, the Attacker‟s CBT Rating, he succeeded in a Counter-Attack. His score of 13 was 7 points over the Attacker‟s Total Attack Score of 6; so the Damage Bonus on the Counter Attack is 7 points divided by 2 and rounded down to a +3 total Damage Bonus.

Example: Mike‟s model (CBT 3) is the  Attacker and is fighting Dave‟s model (CBT 4) who is the Defender. Mike rolls a 4 and adds his CBT 3 for a Total Attack Score of 7. Dave rolls a 9 and adds his CBT 4 for a Total Defense Score of 13. The results are compared and Mike failed to score a successful hit on Dave‟s model. However, because Mike‟s model was At Risk during his  Attack, both players check to see if Dave caused a Counter- Attack on him. Dave‟s Total Defense Score was 6 points higher than Mike‟s Total Attack Score (13-7=6). 6 is more than Mike‟s CBT 3 Rating, so Dave‟s model successfully scored a Counter-Attack hit on Mike‟s model.

Close Combat Base  Weapon Damage

Example 2: Let‟s take the same scenario above and change the numbers. If Dave had rolled a 5 instead, then his Total Defense Score would be a 9. That would be only 2 more than Mike‟s Total Attack Score of 7. Since 2 is not greater than Mike‟s CBT 3 Rating, no Counter-Attack would be made. Mike‟s Attack would have simply missed.

When using a weapon in Close combat, a model takes its CON Rating and adds it with the Damage Rating from the Weapon Profile. This total is the Close combat weapon‟s Base Damage score. This is the number that any Damage Bonus is added to when figuring the Damage Check.

Injured Defenders

Engaged with Multiple Opponents

Only a model that is Active or Ready at the time he becomes a Defender, may put an Attacker At Risk. Shocked models may not.

 A model may become Engaged with more than one opposing model. Any time a model is within 1” of two or more enemy models he is Engaged with Multiple Opponents.

Counter-Attacks Counter-Attacks are resolved immediately; the Defender now initiates the Damage Check against the Attacker. Counter-Attack Bonus Damage is calculated normally, and then divided by 2, rounding down.  A Counter-Attack is a type of Attack for all purposes. It is not  an Attack Action, however.



When a model has Engaged more than one enemy, he may divide his Close combat Attacks between them in any way the controlling player chooses. This is done before any dice are rolled. All Attack dice are rolled together for each opponent prior to moving on to the next model. The Active player resolves these Attacks in whatever order he desires.

When Engaged with multiple opponents that have different Conditions, a model must target  Attacks against any Ready or Active models before targeting any Shocked opponents still Engaged with the model.

Disengaging from Close Combat Sometimes fights don‟t go the way we plan them to and discretion becomes the better part of valor. As it stands, once two or more models are Engaged in Close combat, they remain so until one of them becomes Shocked or Wounded.

Whenever a model is Engaged with multiple opponents, he is at CBT/2 penalty for all Attack and Defense Checks he makes while so Engaged. Shocked models do not count for multiple Engagement purposes.

 An Active model Engaged against a Shocked opponent may automatically move away from him and Disengage from the Close combat with any Action that allows him to move. However, this is only allowed if no other Ready enemy models are Engaged with that model at the same time.

For example, “Ghengis” Cam has a Knight model that starts his Stand & Fight Action previously Engaged to two of Tom‟s Landsknecht Pikemen. Cam‟s Knight has a CBT 6 Rating, but because he is Engaged with multiple opponents he is CBT/2, or 3, for all Attack and Defense Checks. Yes, it does suck to be outnumbered…..

Disengage Action When an Active model decides he wants to Disengage from Close combat with another



Ready or Active enemy model, he must instead declare a Disengage Action. This Action is an attempt made by the model to withdraw from Close combat in good order and without opening himself up to a free Counter Attack from the enemy.

models do the same, rolling a single d10 as if they were Defending. Compare the results to determine success. If the Disengaging model‟s Total Attack Score is equal to or greater than the Total Defense Score of each opposing model currently Engaged, then he has successfully Disengaged and moves 6” directly away from all Engaged enemy models, avoiding all Difficult or Impassible Ground and not coming within 1” of enemy models.

To break off from Close combat with a Disengage Action, the model attempting the Disengage will make a CBT Check against a CBT Check by all Ready Engaged enemy models. Treat this as one Attack from the Disengaging model and apply all modifiers accordingly, rolling only a single d10, regardless of his normal number of Attacks. The opposing

If the Disengaging model does not equal or exceed the Total Defense Score of all Engaged enemy models, then it failed to Disengage, is still Engaged in Close combat, and is not moved.


BRINK OF BATTLE  Additionally, if the Disengage attempt failed by more than the model‟s CBT Rating, then the opposing models get a Counter-Attack as usual.

Fighting with Two Weapons Models in Brink of Battle can fight with either one single-handed weapon, or one two-handed weapon in Close combat.

Here‟s an example. Diego is a Spanish Sword & Buckler man with CBT 4 and Manat- Arms +2 for an effective CBT of 6. He‟s engaged in a fight with two Aztec warriors each with CBT 4. Diego figures out that soon one of them will get lucky and he needs to withdraw to a better position. So, having an  Action Token on him, his player decides its time to get him out of the fight. Diego‟s player announces that he will Disengage. He then checks and finds that the opposing player doesn‟t have a Break in the action, so he proceeds with the execution of the Disengage attempt.

If a Foot model has the Two Weapon Fighting Trait, it may purchase and use an additional single-handed Close combat weapon in its off hand. Using an additional weapon in Close combat has two effects. The first is that the model may re-roll its lowest d10 result for all Attack dice it rolls against a single enemy model. Keep the second result and then take the highest result for the Total Attack Score. For example, a model has the Two Weapon Fighting Trait and is equipped with a Sword and a Bludgeon. The model declares a Stand & Fight Action against an opposing model he is Engaged with. The Attacker‟s CBT of 4 allows for 2 Base Attacks. The player declares the use of the Bludgeon for his Attacks this Action and rolls his 2d10s. His first score is 3 and his second roll is 8. Since the model has two weapons he re-rolls the lowest result and gets a 7 instead. The player now calculates his Total Attack Score off of the highest result, which is 8, for a total of 12. If the re-roll had been a higher number, it would have been used instead.

Diego‟s player rolls a d10 and adds Diego‟s CBT 6 just like a normal attack. Even though Diego has 2 Base attacks, he only gets one d10 roll for the Disengagement Check. The total score is 11. The player controlling the two Aztec warriors‟ rolls for each of them separately and their total scores are a 9 and a 14. Now the scores are compared, and we see that Diego was unable to meet or beat both warriors‟ scores. Since he only beat one warrior, his Disengage attempt failed and he stays right where he is. In checking for a Counter-Attack from the warrior with the score of 14, we see that since it is not more than Diego‟s modified CBT of 6, no Counter-Attack has occurred.

The second effect of using two Close combat weapons is that the model may use either weapon profile for all Attacks made in the execution of a single Action.

If Diego‟s player had rolled a 10, then his score would have been 16. When compared, he would have beaten both opposing scores. He then would move 6” directly away from both models.

The controlling player declares which weapon is being used for all Attacks when he declares a Close combat Action and nominates his Attack dice. He may switch back and forth between the different weapons for each separate Close combat Action he executes during the game.


BRINK OF BATTLE movement at the bottom of the vertical distance it was trying to cover.

For example, Chas has a French peasant that has the Two Weapon Fighting Trait and carries a Sword and a Bludgeon. Both weapons have different profiles and associated Weapon Traits, so when Chas declares a Close combat Action with this model, he must state which weapon profile is being used for all Attacks he makes during this Action.

If the model passes the Falling Check or is not required to make one, then the Diving Charge will succeed. Complete the Charge Action normally. Do not count vertical distance dropped against the total movement of the Charge.  All Defending models that b ecome Engaged with the model making the Diving Charge suffer a CBT/2 penalty for the duration of this Action. This happens after the models become Engaged, but before any Attacks are resolved. Combat proceeds normally from there.

When a model with Two Weapon Fighting becomes a Defender, his controlling player must state which weapon is being used during the execution of the Action prior to any dice being rolled. That weapon‟s profile is used during the resolution of the Attacker‟s Action.

Fighting from Elevated Positions

Ranged Weapons in Close Combat

Sometimes models will be Engaged in Close combat at different elevations. When this occurs, the model with the higher ground by more than ½ an inch gains a temporary +1 CBT Rating bonus for all Attack and Defense calculations while on an elevated position. Measure this distance from each model‟s base.

Ranged weapons are not usually suited as Close combat implements. When they are, it will be noted in the weapon description with the appropriate Trait listed. If a model is equipped with a Ranged combat weapon when it becomes Engaged in Close combat, it may use any Close combat weapon(s) it is equipped with instead.

Diving Charge

If it does not have a Close combat weapon, and is not equipped with a Ranged weapon that can be used in Close combat, then the model must fight as though Unarmed, for all Attack and Defense rolls, or with an Improvised weapon as appropriate.

 A model may make a Diving Charge if he executes a Charge Action and drops down from an Elevated position during the Charge movement. The model must make a normal Falling Check if his drop is more than 2” of vertical distance. If he fails the Check, then his Diving Charge fails as well, and he resolves the Falling Damage Check, then the model ends its

Here‟s a tip: Buy a Knife….



Sidearms in Close Combat

This is already figured into the cost of the weapon when purchased and allows them to use their Sidearm in combat without restriction.

Models using Sidearms in Close combat do so as if equipped with a Close combat weapon with a Weapon Reach of 4.


The Model‟s Base Close combat Attacks cannot exceed the Rate of Fire of the Sidearm. If the RoF of the Sidearm exceeds the Base Attacks of the model, only the Base Attacks are used.

“No battle plan survives contact with the enemy.”  – Helmuth von Moltke

Sidearms fired in Close combat are at +1 Damage on their Weapon Profile.

Sometimes the best laid plans of a player are foiled by the all too human reactions of his troops on the tabletop. Soldiers come under an amazing amount of acute stress when in combat. To reflect this in game terms, we use Battlefield Psychology rules.

Sidearms with the Black Powder Trait are much slower to reload and fire than modern Sidearms.  As a result of this, most warriors equipped with these weapons carry multiple pistols on their body, either in pockets, bandoliers, or holsters.



Psychology Checks


 A Ps ychology Check is a CMD Check using the CMD Rating of the model. The condition that caused the check will also state the opposed roll and modifiers.

“Animals that panic get eaten by animals that don‟t.” – Robert A. Faust Panic is the overwhelming fear reaction that soldiers can feel when faced with the horrors of battle. It is a powerful sensation that can cause a warrior to soil himself, behave erratically, or outright break and run.

The most common Psychology Check is from Panic. As with all Checks, the model must meet or beat the opposed score in order to pass the Check.

 When to Check for Panic

Failing a Panic Check will result in the model gaining the Broken label as described later.

Checks from Traits

Two conditions regularly cause a Panic Check: suffering friendly losses nearby and being outnumbered by enemy models in melee combat.

Some Traits force their own version of a Psychology Check by requiring a model to make a CMD Check versus an opposed roll described by the Trait.

Panic from Losses Whenever a friendly model is Wounded, Check to see if you have any friendly Active or Ready models within 3” of the Wounded model prior to removing it from play.


BRINK OF BATTLE  Any friendly models within 3” of the Wounded model must pass a Panic Check or become Broken from seeing their comrade become a casualty.

Models that fail their Panic Check become Broken. Both players immediately make a Random Check for each Broken model. The affected models will each move the random number of inches directly away from the source of the Panic, which was the Wounded model. Broken models moving this way will avoid coming within 1” of any enemy models. They move through Difficult Ground without penalty, but avoid Obstacles and Impassible Ground.

 A Panic Check from Losses is a CMD Base Check. If a model that is subject to a Panic Check from Losses is Engaged in Close combat, he automatically passes his Check, as he is too busy fighting for his own life to notice his comrade‟s demise.

Put a Broken Token next to the model until it executes a Steady Action in the next or subsequent turns.



Panic from Being Outnumbered

Engaged models, and adds a +1 bonus for each additional model Engaged with the Broken model. This total is added to the roll of a d10 for a total result.

The second most common form of Panic Check comes from being Outnumbered by enemy in Close combat.

Both players compare their results. If the Broken model‟s result is equal to or greater than the opposing player‟s result, he moves out of Close combat a number of inches equal to the difference between the two results, with a minimum of 1” and a maximum of the model‟s Hustle distance. This will break the model out of Close combat. He will then move randomly as described in the Broken Models section below.

Outnumbered in Close Combat In the SitRep Phase when Psychology Checks are taken, both players look to see if any model is Engaged in Close combat with 2 or more enemy models, and does not have a friendly Ready or Active model within 3” of itself.  Any models that meet this criterion must immediately make an Outnumbered Panic Check.

If the opposing player‟s result is greater than the Broken model‟s score, the retreat hasn‟t gone well and the Broken model is Wounded and removed from play.

The player who had the Break last Turn resolves all of his Outnumbered Panic Checks first, followed by the player who had the Edge last Turn if they both have models that qualify.

In all cases, if the Broken model does not have enough free room to move his base out of the combat because other enemy models‟ bases or Terrain are blocking his path, he is cut down and removed as a Wounded model.

Outnumbered Panic Check   A model that is required to pass an Outnumbered Panic Check must make a CMD Base Check with an additional +1 modifier on the opposed roll for each Engaged enemy model after the first.

For example, Bob and Drew are playing a Period 1 game with Romans and Gauls respectively.

For example, if a model is Engaged in Close combat with three enemy models and is forced to make an Outnumbered Panic Check, the opposed roll is the total of a d10 + 5 + 2 (7), which is the Base Check plus the number of additional enemy models after the first.

Bob‟s Centurion is Engaged in combat with 3 of Drew‟s Gaul Barbarians. There is sufficient space behind the Centurion to move him away if he fails his CMD Check. During the SitRep of the next Turn, Bob has to make a Panic from Outnumbered Check. The Centurion has a CMD Rating of 4. Bob rolls a d10 and adds 4 for a total of 8. Drew rolls a d10 and adds 5 for the Base Check plus 2 more for the additional models after the first. His total is 11. They compare scores to find that the Centurion has lost his nerve and becomes Broken.

If the model passes his Panic Check, then he continues play normally. If the model‟s CMD Check is less than the opposing total score, he has failed his Check and immediately becomes Broken. The player with the Broken model rolls a d10 and adds the model‟s full modified CBT Rating for a total result. The opposing player takes the highest modified CBT Rating among his


BRINK OF BATTLE During the Random Movement sub-step, make a Random Check for each Broken model in your force. Move the model that number of inches toward the nearest table edge avoiding all Obstacles, Impassible Ground, and coming within 1” of enemy models.

 At this point, Bob rolls a d10 and adds his Centurion‟s CBT Rating of 5, plus 2 for his Man-at-Arms+2 Trait. Totaling this modified score he has a 9. Drew‟s highest CBT Rating among his models is 4 plus 1 for Manat-Arms+1. He then adds 2 for the two additional Gauls he has Engaged with the Roman. His total after adding his d10 roll is 12. Bob‟s Roman is cut down as he flees and is removed as a Wounded casualty.

If a Broken model‟s base edge crosses the table edge, remove the model from play. It counts as a Wounded model for any Rout Checks you are required to make. However, models that leave play this way do not make a Trauma Check in the After Action Report of a Campaign game.

If Bob‟s score had been 12 and Drew‟s had been 9, Bob‟s Centurion would have moved 3” directly away from his opponents.

If the Random Check result was zero, then the model is still Broken, but freezes and does nothing. He remains Broken and if still Ready next Turn, he makes another Random Check during the Random Movement sub-step.

If Drew had have positioned his Gauls to prevent a space large enough for the Roman‟s base to fit between the Gaul bases, then Bob‟s Broken model would have been trapped and Wounded automatically.


Recovering from Panic Throughout history, soldiers have differentiated themselves from their opponents and comrades by their training and equipment. This section focuses on the special abilities or skills that make one soldier different from another.

In order for a model to recover from a state of Panic, it must execute a Steady Action during the Action Phase. This is the only type of Action a Broken model may execute. Once executed, the Steady Action brings the model to its senses and it is Ready once more. It may only move up to 3” toward the nearest Concealment or Cover as part of the Steady  Action.

In Brink of Battle there are many kinds of Traits. The most common are Profile Traits and Gear Traits. Profile Traits apply to each model soldier, while Gear Traits apply to their Weapons, Armor and Gear.

Broken Models

Gear Traits will be covered in the chapter on Gear. This chapter will cover Profile Traits.

Whenever a model fails to pass a Panic Check, it becomes Broken. This label means that the model is going to try and run away, fleeing all dangers, as fast or as soon as it can.

 The Lessons of History There are Profile Traits that are available to all models, and then there are Period specific Traits that can only be taken by soldiers of the listed Period.

Place a Broken Token next to this model and leave it there until it leaves the table edge, becomes Injured, or executes a Steady Action.

 All models may have the Traits listed for All Periods, as well as the Traits listed for their Period. A model may also purchase Traits from any earlier Period, as later generations study

Broken models may be targeted and Attacked normally by other models. They are CBT/2 for all Checks and may only execute a Steady  Action if a token is Ordered t o it while Broken.



 A Sword by any Other Name…

the lessons of history and use methods that are still advantageous to their time.

Brink of Battle is designed to allow players to recreate soldiers from all periods in history. To this end, the majority of the Profile Traits that follow are designed to represent special training, skills, or fighting abilities of troops from these various times. It is also the intent of this rule set to keep the „flavor‟ or „feel‟ of certain types of Traits to give the player a sense of the ability as it relates to a type of warrior that epitomized that Trait. This means that some Traits will have names that reflect on actual warriors through history. Just to be clear, this does not   make the model into a warrior of that „type‟, it is just flavorful and makes the game more fun.

 Types of Profile Traits Most Traits are purchased at a single level of effect. Some Traits are „Stackable‟ and can be selectively purchased at a higher bonus when the Trait is purchased. A Stackable Trait will have an (S) next to its name. This still counts as a single Trait, but the player may purchase higher bonuses or effects if he spends more points on the Trait. Each +1 bonus stacks with the others up to a maximum Stackable bonus of +3.

For example, a model on horseback with the Cuirassier Trait is not necessarily a Cuirassier from the Renaissance; the model  just gets the effect of the Trait with a little flavor from the name. If for some reason this causes you or your fellows any kind of heart burn, feel free to rename the Traits to suite your likeness and put the original Trait name in parentheses to keep track of the actual game mechanic at a glance. For example, if the Trait Gung Ho!  offends your sensibilities when purchasing it for your Napoleonic Infantryman, just rename it something you feel is more appropriate, like Esprit de Corps. Use that instead, but put Gung Ho! In parentheses so it looks like this: Esprit de Corps (Gung Ho!).

Breaking the Rules Sometimes the effect of a Trait will seem to alter or break an existing game rule. When this happens, the Trait takes precedence over the game rule.


For example, if a Trait gives a player the ability to have an extra Break during the Turn, then this is allowed as the Trait supersedes the game rule.

The following are the Profile Traits you may purchase for your models. The general Traits are listed first, and then the Period specific Traits will come after in order of Period from ancient to modern.


BRINK OF BATTLE Beast Handler  –  This model is adept at raising and training animals for combat. A model with this Trait allows for the purchase of Beasts, such as War Dogs. See the Dogs of War chapter for further rules.

enemy models at the start of the Orders Phase, it gets an Action ordered to it for free that does not come from your Tactical Pool. This Action Token must   be used by this model to make either a Charge or Stand & Fight Action this Turn. It may not be removed for use of the Inspiring or Belay Order Traits. It may not be Forfeited either.

 A model with this Trait has a Beast Command Radius equal to its CMD Rating in inches. Any model with the Beast Trait may use this model‟s CMD Rating for CMD Checks while within this radius.

Bravado – This model is immune to Panic from being Outnumbered.

Belay Order  – This Trait may only be taken by a model with the Commander Trait. This model is an experienced battlefield commander. He is able to react to the ever changing conditions of warfare.

Burly – This model is really big and burly. He is so strong that his Base Damage for all Close combat Attacks is increased by +1. Bushwhacker  –  When this model executes a Ranged combat Action from Ambush, it does +3 additional points of Damage Bonus upon a successful Attack.

Once per Turn, instead of executing an Action from a friendly Active model, you may execute a Belay Order Action.

Combat Hand Signs  –  If this model has the Commander Trait, he adds +3” to his effective Command Radius.

This model has a Belay Order Radius equal to its CMD Rating in inches. It must target a friendly model that is Active and one friendly model that is Ready within its Belay Order Radius. None of the models may be Engaged in Close combat.

Commander  –  This Trait is free for your Commander model, and counts toward his maximum number of Traits.

To execute this Action, remove the Action Token from the Active model and put it on the Ready model. The Ready model is now Active. This ends the Belay Order Action and Priority passes back to the other player.

You may also purchase this Trait for 0-1 of your Veterans. If you do, then that Veteran cannot have a CMD Rating higher than that of your Commander model.

The model with this Trait does not need to be  Active to execute this, as the movement of the  Action Token counts as an Action instead. It cannot use this Trait if Shocked or Wounded.  Also, neither of the friendly models must be close to each other, just within the Belay Order Radius of this model.

This model has a Command Radius. This is an area around this model‟s base equal to its CMD Rating in inches. If anything increases this model‟s CMD Rating, his Command Radius increases proportionally. If he suffers a CMD/2 penalty, it reduces his Command Radius as well.

This Trait may not be used to give an Action Token to a model that received one from the Inspiring or Belay Order Traits this Turn.

If this model is Active or Ready, other friendly models from the same Battle Force with lower CMD Ratings may use this model‟s CMD Rating instead of their own, for all tests requiring a CMD Check, so long as they are within this model‟s Command Radius.

Berserker  – Battle rage takes over the faculties of this model and he will throw himself into the fray without heed to his own predicament. If this model is Ready and Engaged with one or more


BRINK OF BATTLE Hardened  –  The model with this Trait may reroll its Resistance roll during a Damage Check once per Turn. The second result stands.

For example, a Commander with CMD 6 and Commander Trait has a CMD radius of 6”.  Any models from his team with lower CMD Ratings who are within 6” may substitute the Commander‟s CMD of 6 for any CMD Checks they are required to make. Check to see if the testing model is within the Command Radius of the Commander each time a Check is required.

Hawk-eye  –  This model never suffers from any Long Range penalty when executing a Standing Fire or Take Aim Action with a Ranged weapon. Hunter  – This model is expert at shooting on the move. He may use his weapon‟s full Rate of Fire while executing a Mobile Fire Action. Note: He will still suffer any Long Range penalties for that Action.

 A Veteran can benefit from his Commander‟s Command Radius if the Veteran‟s CMD Rating is lower. However, a Veteran with this Trait cannot use the Commander‟s CMD Radius to boost his own CMD Rating and increase his use of this Trait with other models.

Infiltrator  –  This model may start the game deployed in  Ambush anywhere on the table as long as it is not closer than 12” to an enemy model. This model is deployed after all other models and before the first Turn begins. If both players have models with the Trait then the Infiltrators are deployed normally as above, with the Sentry player‟s Infiltrators placed first and

Dirty Bastard – This model may fire into a Close combat Engagement that includes friendly models. See the Combat Actions chapter for rules on shooting into Close combat.

the Intruder‟s last.

Drilled - This model may ignore Target Priority and target any enemy model with a Ranged  Attack Action to which he can draw a LoS.

If an Infiltrator is placed adjacent to Concealment and there is no clear LoS to any enemy models, it begins the game in Ambush.

Equestrian  –  When a Cavalry model with this Trait is within Difficult Ground, it may fight with its full CBT Rating while in Close combat.

Inspiring  –  This Trait allows a model with the Commander Trait to inspire one of his nearby soldiers in the thick of the fight.

Gung Ho! – This model is immune to Panic from Losses as detailed in the Battlefield Psychology chapter.

 As its Action, this model may remove its Action Token and place it on any friendly Ready model within its Command Radius. To use this Trait neither model may be Engaged in Close combat.

Gutshot  –  This model knows how to inflict painful wounds with Ranged weapons. When using a Ranged weapon to execute an Attack, this model increases that weapon‟s Base Damage by +1 point. This bonus is lost if the target Defender is at Long Range.

Once this Action Token is placed on the target friendly model, this Action ends and Priority passes back to the other player.


BRINK OF BATTLE This Trait may not be used to give an Action Token to a model that received one from the Belay Order or Inspiring Traits this Turn.

number is based on the model‟s  unadjusted CBT Rating. Marksman (S) – This model gets +1 to CBT per stacked level of this Trait for all Ranged Actions with Ranged weapons. This may be stacked up to a +3 bonus.

Knife Fighter   (S)  –  A model with this Trait is a skilled master of the small hand held blade. When armed with a Knife in Close combat his weapon‟s profile is 1/C/1 and it has the Vicious Trait. This Trait is stackable up to +3 CBT for using a Knife only and is not useable with the Man-at-Arms Trait.

Master Strategist  –  This Trait may only be taken by a Commander model. Veteran models with the Commander Trait may not   have this Trait.

Kung Fu  (S)  –  This Trait encompasses all trained styles of unarmed martial combat. It is stackable up to +3 to CBT for all Close combat  Actions. It includes the following weapon profile while fighting unarmed: 1/C/1, and includes the Two Weapon Fighting Trait.

If this model is Ready during the Generate Tactical Pools sub-step of the Orders phase, you may add its CMD/2 in Action Tokens to your Tactical Pool this Turn. For example, Brad has a Commander model with CMD 6 and this Trait. During the Orders phase, his Commander is Ready, so he adds 6/2 or 3 extra Action Tokens to his Tactical Pool this Turn.

Lucky Bugger  –  This model may re-roll any single d10 roll once per game. This may not be used to re-roll a re-roll. The second result stands. Only one model in your force may have this Trait. He may only re-roll one of his own d10s.

Mountaineer  – This Trait adds +3 to the model‟s CBT for Climbing Checks only. If this model has a Climbing Rig, he may scale surfaces up to 6” in height rather than just 4”. Noch Weiter!  –  When executing a Charge  Action on Foot, this model gains a +3 bonus to his Weapon Reach number. Old Soldier  –  This Trait may only be taken by your Commander model. Veterans with the Commander Trait may not  have this Trait. Your force gains one additional Break, once per game. This conforms to all standard uses of The Break, and may be used regardless of the condition of your Commander.

Man-at-Arms (S) – The model gets a +1 to CBT for each stacked level of this Trait when fighting in Close combat with a Close combat weapon. This may be stacked up to a +3 bonus. It applies to all Close combat Checks.

Keep a separate Token for this additional Break. Remove it once it is used. Press the Attack  –  This model is good at pressing his advantage when an opponent overextends his Attacks. This model does the full

This bonus does not   add to CBT for computing number of Base Close combat Attacks. That


BRINK OF BATTLE amount of Damage Bonus when Counter Attacking an opponent in Close combat.

against Ranged Concealment.





Ranger  –  This model treats all Difficult Ground as Open Ground, and all Impassible Ground as Difficult Ground for movement only. It does not change Line of Sight for Area Terrain, Concealment, or Cover.

Stoic  –  This model may re-roll his die for one failed CMD Check per Turn. This may not be used to re-roll a Strategy Check result. Stubborn  - This model automatically stops fleeing during the Recovery step of the next SitRep phase as if he had been the target of a Steady Action. He may be Ordered an Action normally later that Turn in the Orders Phase.

Rapid Reload  –  This model may take the Mobile Fire Action with a Ranged weapon that has the Slow Trait.

Tactician – This Trait is only available to models with the Commander Trait. Once per Turn during the Orders phase, the controlling player may re-roll his die result for the Strategy Check if the model with this Trait is making the Check. The second result stands. If the re-roll results in a tied result with the opposing player, this model wins the roll by a result of 1. If both Commanders have this Trait and the result is a tie, then both players must re-roll that result. This does not give a re-roll to the re-roll.

Sharpshooter   –  When executing a Standing Fire or Take Aim Action against a target, this Trait negates the target‟s Concealment.

Two Weapon Fighting – Only Foot models may have this Trait. This model has practiced fighting in melee combat with a weapon in each hand. This model may purchase and use an additional single-handed weapon in his off-hand per the Two Weapon Fighting rules in the Close combat section.

Sprinter  – The model with this Trait is trained in sudden bursts of speed on foot. He may Hustle 12” instead of the usual 10”. All other movement rules still apply. This Trait may not be used if this model is subject to the Heavy or Cavalry Traits.

Period 1 Ancient/Medieval Traits Some of the Period specific Traits that follow can be found in one of the other Periods as well. The number(s) in the listing indicates in which Period(s) the Trait is found.

Stalwart  –  This model is accustomed to receiving charges from mounted troops. This model is not affected by the Trample Attack from a Cavalry model. Ignore such an Attack against this model.

Endurance (1)  –  This model is accustomed to fighting, marching, and running in heavy armor and with shield. This Trait negates the Heavy Trait of any Armor and/or Shields worn by this model while on Foot.

Stealth  (S) –  This model is trained to make the most out of interposing terrain. This stackable Trait can add up to +1-3 points to this model‟s CBT Rating for making CBT Checks to Defend

Hack & Slash  (1)  –  When executing a Charge  Action on Foot, this model may add +4” to his Charge move distance. He may not use this if


BRINK OF BATTLE Shield Bash  (1)  –  This model is trained to use his shield offensively as well as for protection. While equipped with a Shield, this model counts as having the Two Weapon Fighting Trait and is considered to be equipped with a Club in his offhand. He also gets the protective benefit of his Shield.

he is subject to the Heavy Trait. This model may not use this extra Charge movement to enter Difficult Ground. Horse Archer   (1, 2) – This Cavalry model is so skilled at shooting a bow from horse back that he does not suffer any Rate of Fire penalty for Mobile Fire Actions while mounted. This Trait can be used with any Bow. This Trait cannot be used while on foot.

Shield-wall  (1)  –  The model with this Trait is experienced in fighting shoulder to shoulder with another shield carrying ally.

Knight (1)  –  This model is trained to fight several enemies at once while mounted on a Riding or War Horse. This Cavalry model uses his full CBT Rating when Engaged with multiple opponents in Close combat. He is also immune to Panic from Outnumbered Checks.

This model gains a +1 bonus to its Armor Rating for each Ready friendly model in base contact with it that has the Shield-wall Trait and is equipped with a Shield. This bonus may never take this model‟s Armor Rating above +5.

Myrmidon  (1)  –  This warrior is trained to fight several enemies at once while on Foot. This model uses his full CBT Rating when Engaged with multiple opponents in Close combat. He is also immune to Panic from Outnumbered Checks.

Strongarm  (1, 2)  –  This warrior is quite skilled at the use of heavy two handed melee weapons like Great Bludgeons and Great Cleavers. This Trait allows him to ignore the Fatigue weapon Trait when using a Great Bludgeon or Great Cleaver in Close combat.

Retiarius  (1)  –  When fighting with a Spear and Net, this model gains the Two Weapon Fighting Trait and adds the Entangle Trait to his Spear  Attacks and Counter-Attacks.

Period 2 Early Modern Traits Bombs Away! (2)  –  Once per Turn this model may re-roll one failed Ranged Attack roll when throwing a hand-held explosive weapon that has the Grenade Trait. The second result stands.

Savage Aspect (1) – A model with this Trait has a fearsome and savage appearance from some form of primitive body art or ritual dress. The effect this has on his opponents is at a minimum distracting and can be quite unnerving. The model itself should have appropriate primitive/savage appearance from tattoos, piercings, ornaments, clothing, wild hair, etc.

Cuirassier   (2) – This Trait may only be taken by a Cavalry model. When executing a Charge  Action while mounted, this Cavalry model may add +4” to his Charge Move. This may not be used if the Rider or his Mount are subject to the Heavy Trait. This model may not use this extra Charge movement to enter Difficult Ground.

Increase this model‟s Weapon Reach by +1 for any Close combat weapon he wields.


BRINK OF BATTLE Dragoon (2) – This Trait may only be taken by a Cavalry model. While mounted, this Trait negates the Slow Trait of any Firearm used by this Cavalry model.

Paratrooper   (3)  – Only 1935 and later. This model may use the Aerial Deployment rule during any Raid Mission where his Force is the Intruder. As an elite soldier trained to fight in the thick of battle, this model is immune to Panic from Losses as detailed in the Battlefield Psychology chapter.

Gunsmith  (2, 3)  –  This Trait allows a model armed with a Firearm to immediately re-roll a single failed Weapon Check once per Ranged combat Action. The second result stands.

Stormtrooper   (3)  –  This model may take a normal Mobile Fire Action and break up the sequence of movement and firing according to the controlling player‟s desires. The model may execute a Move-Fire-Move Action instead of its normal Mobile Fire Action. The total distance moved may not exceed the standard move distance for a Mobile Fire Action. Foot model only.

Horse Archer  (see Period 1 list) Strongarm (see Period 1 list)

Period 3 Modern Traits Bombs Away! (see Period 2 list) Commando  (3)  –  A model with this Trait is trained in striking from cover. Whenever this model executes a Charge Action from Ambush, he is immune to all Traits and game states that would interrupt or remove his Action Token, including the Break, or any such effect. This Trait trumps any other Trait or game state that causes a Break/Interrupt of any kind if the above conditions are met. Fanning  (3)  –  This gunslinger is skilled at „slipping the hammer‟ or „fanning‟ a Revolver. To do so he must take a Standing Fire Action with a Revolver. He needs both hands free to do this. For that Standing Fire Action his RoF with the Revolver is 3 and he may not fire on targets over the Revolver‟s Effective Range x2.

GEAR TRAITS Weapon Profiles have special abilities and unique parameters that are represented in the game with their own category of Traits. Not all weapons have Traits, but most do. Some pieces of armor, shields, and other equipment also have Traits. Collectively these are called Gear Traits.

Gunslinger   (3)  –  A model with this Trait is a natural with a pistol. When equipped with and executing a Ranged combat Action with a Sidearm, this model may re-roll 1 Attack die per Turn. This is only allowed if the target is within the Sidearm‟s Effective Range.

There is no limit to the number of Traits a particular item of Gear may have. This is because the Traits are assigned by the rules and not the players.

Gunsmith (see Period 2 list) Holdout  –  A model with this Trait is skilled at hiding even the largest Sidearm from view. This Trait gives all Period 3 Sidearms used by this model the Small Trait.

DIFFERING PERIODS Some of the Traits that follow are used by Gear from varying periods. In some cases the Trait


BRINK OF BATTLE has different parameters altogether based on the Period the Gear comes from.

The Attacks against the other secondary target models within this Area Burst distance are at an unmodified   CBT/2 on a single d10 roll for each target.

Gear Traits 2-Hands  - This weapon requires both hands to use. No other hand held item may be used or carried when this item is being used.

In all cases, the Secondary targeted models will benefit from Cover but not Concealment. Determine LoS from the Primary target to the Secondary targets for these Attacks.

Area Burst  –  This Trait represents explosive area effects. There will be a number listed in brackets after this Trait on the weapon profile. That number is the distance in inches that the effect of this weapon will reach.

For ease of play, resolve the entire Attack and Damage Check sequence against the Primary target first. If the Primary target is Wounded, leave the model in place and completely resolve each Secondary target Attack. Once all Attacks have been completely resolved, then work out Panic from Losses starting with the Primary target and working to each Secondary target in any order the Attacking player chooses.

Choose a Primary target enemy model. Any models, enemy or friendly, that are within this number in inches from the base of the Primary target receive a single Attack targeted against them. The Attack against the Primary target model is resolved with normal modifiers.

Bayonet  –  This weapon is designed to affix to the barrel of a Longarm. When used by itself, this weapon is treated as a Knife. When attached to the barrel of a Longarm, it turns it into a normal Spear, but with the 2-hands Trait added. It takes little time to affix the Bayonet, so models are assumed to use it whenever Engaged. Note: While submachine guns and machineguns are listed as Longarms, they are not able to mount a Bayonet. This is only for muskets, rifles, automatic rifles, etc.

If a Weapon Check is failed on the Primary target, then none of the targets are Attacked. The Attacker missed the area altogether or had trouble with his ammunition. If the Primary target is hit, then roll separately for each other Secondary target and resolve all hits normally.


BRINK OF BATTLE Brutal  –   –  This weapon does such horrific damage to its targets that the model using it rolls an additional d10 when making any Damage Checks, taking the highest roll to determine the Total Damage Score.

Concussion  –   –  The effect of this weapon is to stun or disorient the target rather than create significant damage. If an Active Defender is hit by this weapon, remove its Action Token. This weapon causes no additional damage or effect.

Buckler   –   –  A Buckler is a small metal hand shield that is used for offense and defense in Close combat. It counts as a single-handed weapon used in the model‟s off -hand. -hand.

Crew – Crew  – This  This weapon is a more complex system that requires a Crew of 2 or more models to operate. See the section on Crew served weapons in the Models chapter for full rules on basing and other related rules.

The model has a +1 bonus to his main Weapon‟s Reach Rating while using a Buckler.

Directed Burst  – This  – This Weapon Trait represents the effects of weapons that cover a spread of targets in a path directed from the Attacker, such as the beaten zone of machineguns.

 A model that has the Two Weapon Fighting or Shield Bash Trait will also be able to count the Buckler as an additional weapon and gains the re-roll benefit of that Trait. The Buckler itself is treated as a Club for all other Two Weapon Fighting purposes.

The number in brackets after this Trait is the number of inches of the Directed Burst radius from the Primary target enemy model.  Any enemy models within this Directed Burst radius may be targeted by the Attacker as well. The Attacking player may designate any number of Attack dice from this weapon‟s Rate of Fire rating to other models within this Directed Burst radius.

Combined – Combined – This  This weapon is attached to another main weapon. weapon. The model can choose which weapon it is using for a Combat Action prior to declaring the Action. The weapon‟s description will detail what type of weapon it can be attached to.


BRINK OF BATTLE The Attacking player targets the Primary model. Once Range has been checked, the Attacking Player then measures to see if any enemy models are within the Directed Burst radius.

For example, if a weapon had a Directed Burst (2) and a Rate of Fire of 5, the Attacker would choose an eligible enemy model within LoS as its Primary target. The Attacking player would measure the distance to the Primary target, and then check to see if there are any enemy models within LoS of the  Attacker and 2 inches of the Primary target model. There are 2 Secondary enemy target models within 2 inches of the Primary target, and LoS of the Attacking model. Now the  Attacking player may distribute all 5 Attack dice from his 5 RoF weapon, in any way as long as the Primary target has as many or more Attack dice distributed to it. In this example, the Attacker distributes 2 Attacks on the Primary target, 2 on one Secondary target, and 1 Attack on the remaining Secondary target. Now, starting with the Primary target, all Attacks are resolved normally.

 After determining the total number of eligible targets, the Attacking player may distribute his weapon‟s RoF Attack dice among them. them. The Primary target must always have as many or more Attack dice assigned to it than the other eligible Secondary targets. There must be a Line of Sight from the Attacking model to any Secondary targets in order for them to be eligible targets. Concealment and Cover are determined by the Lines of Sight drawn from the Attacking model to all targets. Resolve all Attack rolls against the Primary target first, then in any order as decided by the  Attacking Player. If a Weapon Check is failed on the Primary target, then none of the targets are Attacked. However, the Primary target does not  have  have to be successfully hit for the other Attacks to be made.

Entangle  –   –  This weapon ensnares its target making it difficult to move and fight normally. When an Attacker succeeds in hitting a Defender with this weapon, the Defender becomes inhibited by the weapon and is at CBT/2 penalty for all Combat Checks and is subject to the Heavy Trait until the end of the Turn. If the model using this weapon succeeds in making a Counter-Attack against an Attacker, the Attacker becomes Entangled after the Damage Check has been resolved.

If the Primary Target is eligible for a Cover  Adjustment, determine Secondary Target prior to making that adjustment.

Fatigue  Fatigue  - This weapon is unwieldy and heavy.  A model wielding a weapon with this Trait may not Counter-Attack in Close combat. Firearm  –   –  Gunpowder weapons are all categorized as Firearms. Firearms are further divided into two sub-categories: Sidearms and Longarms. Sidearms are single-handed pistol type weapons. Longarms are two-handed weapons with a longer barrel or barrels and a shoulder stock for stability in firing. In both cases, the Sidearm or Longarm Trait will incorporate the Firearm Trait while simultaneously indicating whether the weapon is


BRINK OF BATTLE Period 2 Early Modern

held in one hand or requires the use of both hands.

 All Firearms are subject to Weapon Checks as detailed in the Combat Actions chapter. Each level of technological advancement presents different special rules for Firearms from those respective Periods. Firearms from each each Period have the following Traits:

 All Period 2 Firearms generate a single Smoke Token Token 1” in diameter that is placed in base to base contact with the shooting model, directly between the firing model and the target model, each time the model uses the weapon for a Ranged combat Action.

Period 1 Ancient/Medieval 

Black Powder   –   –  Until the advent of smokeless powder in the late 1800‟s, firearms produced copious amounts of white smoke when fired.

Black Powder   –   –  Until the advent of smokeless powder in the late 1800‟s, firearms produced copious amounts of white smoke when fired.  All Period 1 Firearms generate a single Smoke Token Token 1” in diameter that is placed in base to base contact with the shooting model, directly between the firing model and the target model, each time the model uses the weapon for a Ranged combat Action. If a model has a Smoke Token in contact with his base and generates another, replace it with a Smoke Marker instead. Further shots will not create another Marker unless previous Markers or Tokens have been removed.

Impact  – Impact  –   Shots from this weapon have the Impact Weapon Trait for all shots from this weapon at Effective Range or less.

If a model has a Smoke Token in contact with his base and generates another, replace it with a Smoke Marker instead. Further shots will not create another Marker unless previous markers or tokens have been removed.

Primitive Firearm  –   –  This weapon is very basic for its type. It is very unreliable and suffers a Weapon Check on an Attack roll of 1, 2, or 3. If the Weapon Check is passed, then the shot fired normally. If the Weapon Check failed then a misfire has occurred and the firing model is instantly Shocked and the shot fails.

Slow  – Slow   –   Models using these weapons may only take the Standing Fire Action.


Penetrating   –   –  All Period 2 Firearms negate the Armor Rating of all Period 1 and 2 armors and shields at up to Effective Range of the Firearm. All armors and shields protect normally against shots fired at over Effective Range. Slow  – Slow   –   Models using these weapons may only take the Standing Fire Action.


If the user makes a Mobile Fire Action, use the Weapon profile for a normal Rifle instead. The Weapon Traits of this weapon remain unchanged; only the Effective Range, RoF, and Damage of a Rifle are used.

Unreliable  –  All Period 2 Firearms suffer a Weapon Check on an attack roll of a 1 or 2. If the Weapon Check is passed, then the shot fired normally. If the Weapon Check failed, then a misfire has occurred and the model is instantly Shocked and the shot fails.

Flail – The following Trait may be purchased as Gear for the Bludgeon for +3 SP‟s or Great Bludgeon for +5 SP‟s if the figurine is modeled with a flail. Doing this does not change the Encumbrance of either weapon.

Velocity  –  Period 2 Firearms have a higher velocity and maximum range than other non-gunpowder weapons of the time. Multiply the Effective Range by 3 for all Period 2 Firearms to determine Maximum Long Range.

This weapon negates the Shield Trait of enemy models while Engaged in Close combat with them. The opposing model still benefits from the  Armor Rating of the Shield, but the Shield Trait is negated, disallowing any opportunity for a reroll.

Period 3 Modern 

High Velocity  –  All Period 3 Firearms fire bullets with a much higher velocity than previous period firearms. The Maximum range of a Period 3 firearm is much farther than that of Period 2 weapons as a result. All Period 3 Firearms multiply their Effective Range by 5 instead of by 3 for determining the Maximum Long Range. Penetrating  – All Period 3 Firearms are of sufficient power to negate the Armor Rating of all Period 1 and 2 armors and shields at up to Effective Range of the Firearm. All such armors and shields protect at Armor Rating/2 against shots fired at Long Range by Period 3 Firearms.

Flamethrower  –  This weapon fires bursts of flammable liquid that are ignited as they pass through the weapon. Flamethrowers have the following special rules:

 All Period 3 armor and shields are  ARM/2 against all Period 3 Firearms when hit at Point Blank Range. Period 3 armors and shield protect at full ARM Rating if hit at over this distance by Period 3 Firearms.

Fixed  –  This weapon requires a fixed position for maximum efficiency. If the model makes a Standing Fire or Take Aim Action with this weapon, use its profile normally.


 Area Burst – This Trait is included. The number in brackets after the word „Flamethrower‟ on the weapons chart indicates the Area Burst distance. Brutal  –  The damage from a stream of burning fuel is horrific on flesh. The Brutal Trait is included.


„Grenade‟ on the weapons chart indicates the Area Burst distance.

Cumbersome  –  Flamethrowers are heavy and unwieldy. This weapon has the Heavy and 2-Hands Traits included in its profile.

Hi-Pen  –  Flamethrowers are hard to defend against as the high heat and swirling flame gets past all but totally sealed environments. This weapon has the Hi-Pen Trait.

Grenades from Period 3 have the following special rules:

Intense Blast  –  The effects of extreme heat from this weapon causes more than simple kinetic damage. Oxygen is burned out of lungs, and anything flammable worn by the targets ignites as well, causing secondary damage. Models within this weapon‟s Area Burst effect are hit using the full CBT rating of the shooter, instead of CBT/2 as with normal Area Burst rules.

 Also, when this W eapons‟ user m akes a Ranged combat Attack, it does not suffer from a CBT/2 penalty at Long Range. 

Unreliable  –  All Period 2 Grenades suffer a Weapon Check on an attack roll of a 1 or 2. If the Weapon Check is passed, then the shot fired normally. If the Weapon Check failed then a misfire has occurred and the model is instantly Shocked and the shot fails.

Limited Range  –  Unlike Period 3 Firearms that multiply the Effective Range by 5 to determine Maximum Long Range, the Flamethrower only multiplies Effective Range by 2.

 Area Burst  – This Trait is included. The number in brackets after the word „Grenade‟ on the weapons chart indicates the Area Burst distance. Dud  – This weapon is subject to normal Weapon Checks on a roll of a 1. Fumble  –  If this Grenade is thrown by hand, and fails its Weapon Check, then the model has fumbled and dropped the grenade close to himself. If this happens the model is instantly Shocked.

Heavy – A model with Gear that has this Trait is burdened by its weight and cannot Hustle. Items of Gear with this Trait count as 2 items when determining a model‟s Encumbrance. If either a Rider or Horse/War Horse are subject to this Trait, then the whole Cavalry model is affected. If the War Horse has the Destrier Trait, then neither Rider nor War Horse is subject to the Heavy Trait from Armor, Shields, or Barding.

Limited Ammunition  –  Flamethrowers do not carry additional bottles of propellant into action. If this weapon fails a second Weapon Check, then it is empty and is useless for the remainder of the game.

Hi-Pen  - This weapon has a high penetration which negates a target model‟s Cover, if any. It does not  negate Concealment.

Grenade  – This is an explosive device that is thrown by hand or fired from a launcher. First appearing around 1500AD, these are temperamental devices that are prone to malfunction or premature explosion from time to time. The following special rules apply to Grenades from Period 2:

Impact  - Opponents hit by this weapon are  ARM/2 for their Resistance Check.

 Area Burst  – This Trait is included. The number in brackets after the word

Improvised  - This weapon is not designed with balance in mind but can be used in Close

This weapon reduces a target model‟s Armor Rating to zero.


BRINK OF BATTLE combat, though with reduced effect. The wielder is CBT/2 for all Attack and Defense Checks in Close combat.

Ranged combat Attack at up to Effective Range, this weapon has the Impact Trait. Rapid Fire  –  This weapon is capable of producing a high volume of fire. Whenever a Rapid Fire weapon is used for a Mobile Fire  Action, after  the weapon‟s Rate of Fire is cut in half for the movement penalty, add +1 to the newly adjusted RoF to determine how many shots the model gets with this Action.

Light  –  This Gear does not count toward Encumbrance limits. Longarm  –  This is a two-handed Firearm. It includes the Sturdy, 2-hands, and Firearm Traits relative to its Period. Low Impact  - This weapon is not good at penetrating armored targets. Add +1 to the  ARM Rating of target opponent hit b y this attack. If the target model does not have any armor, then its ARM becomes 1 against all Attacks from this weapon. ARM Rating cannot be increased above +5.

For example, a Submachinegun has a RoF of 3. When executing a Mobile Fire Action, the model is RoF/2, or 1 shot. Since the SMG is a Rapid Fire weapon, the model gets +1 additional attack added after the RoF/2 penalty. In this instance the SMG would get 2 shots for the same Mobile Fire Action (RoF3/2=1+1=2).

Mobile Cover  – This shield is so large and thick that it actually provides Cover instead of an  Armor Bonus as with other Shields. This means that the model may move forward with this Shield and anyone hiding behind him benefits from Cover, including himself. This Trait includes the Heavy Trait.

Riposte – When a model with this weapon is an  Active Defender and checks for a Counter Attack, use the Attacker‟s modified CBT/2 rating instead of full CBT. For example, if an Attacker with CBT 5 failed to hit an opponent with this weapon, the opposing model checks for a Counter-Attack. If the opposing model was an Active Defender, instead of using the Attacker‟s full CBT rating to determine this, they use CBT/2, or 2, in this instance. So if the Active Defender‟s score beat the Attacker‟s score by 3 or more, the Active Defender would get a Counter-Attack from the Riposte Weapon Trait.

Mounted Charge  –  This weapon is used by a Cavalry model when executing a Charge Action against a single opposing model. If Engaged with more than one opposing model, the player must allocate all of his Attacks to one model in order to benefit from this Trait.  A Spear gains a +1 bonus to its base Damage Rating, and a Lance gains a +2 bonus to the same. Both types of weapons gain the Impact Trait against that same opponent for executing the Charge Action.

Rocket  –  This Trait encompasses all shoulder fired, man-portable propelled explosive devices. These weapons, while initially designed to defeat armored tanks, are incredibly effective at penetrating defenses, built up areas, and personnel.

Open Shot  –  A weapon with this Trait requires some physical space to use properly. Because of this, the user does not benefit from Concealment or Cover for the rest of the Turn in which he uses this weapon.

This category includes all types of propelled explosive missiles such as the Light Anti-tank Weapon, Bazooka, AT-4, Panzerfaust, Panzerschrek, and ubiquitous RPG.

Piercing  –  This weapon fires very powerful ammunition at short ranges. When making a


BRINK OF BATTLE Scope  –  This weapon includes a Scope in its cost. The model‟s Weapon must have a Scope modeled on it.

Rockets have the following special rules: 

 Area Burst  –  This Trait is included and the number in brackets after the Rocket Trait is the number of the Area Burst.

Selective Ammo  –  The weapon with this Trait can choose what type of Grenade is fired. The Player declares whether he is firing a standard, Smoke, or Concussion Grenade when he announces his Ranged combat Action type. All hits are resolved according to the type of Grenade if different from the standard profile.

Dud  –  The Rocket Launcher is subject to Weapon Checks on an Attack roll of 1 as with Period 3 Firearms. Hi- Pen – These weapons are made for blowing through hard cover and armor. The Hi-Pen Trait only applies to the Primary target model. Secondary models in the Area Burst are able to use Cover and do not have their Armor negated.

Shield – A Shield is a defensive device worn on the forearm that is used to fend off attacks. It is usually made of wood, metal, leather/hide, or some combination of all three. A Shield has an  Armor Rating that is added to any Armor worn on the rest of the body.

High Explosive  –  These rounds are used for anti-personnel duty. When making Attacks against Secondary targets, use the Attacking model‟s full CBT Rating. This Trait includes the Brutal Trait against the Primary target only.

If a model equipped with a Shield is Active when it becomes a Defender in Close combat, it may re-roll its lowest d10 result and apply the result normally for calculating its Total Defense Score. Once this model loses its Action Token for any reason, it may not use this benefit until it again becomes an Active Defender in Close combat.

Reduced Range  –  The projectile will burn through propellant, thereby reducing the Maximum Long Range to 3 x Effective Range in inches.

For example, Cam has a sword and shield equipped fighter with a CBT of 4. He Ordered an Action to this model and during the Action phase it was Charged by Dan‟s warrior. Since Cam‟s model is now a Defender and is Active as well, he gets to reroll his lowest d10 result from his 2 Defense rolls to calculate his Total Defense Score. He rolled a 3 and a 6. Re-rolling the 3 resulted in a 7, so he used the 7 result for a Total Defense Score of 11. Later, once he‟s used his Action token for a Stand & Fight  Action against Dan‟s warrior, he loses the benefit of his Shield‟s r e-roll until he becomes an Active Defender again.

Slow – For maximum effect, the shooter of this weapon must take a suitable stance, bring the weapon to bear and make sure no friendlies are behind the weapon. The firing model can only use the Standing Fire Action with this weapon. Note: In the BoB core rules, Rockets are used in the anti-personnel role. In the vehicles supplement anti-tank ammunition will be introduced.

Scatter  –  This weapon fires a large number of small projectiles, increasing the odds of hitting its target at close range. When shooting at a target under Effective Range/2, this model gets a +1 bonus to his CBT Rating for all shots that qualify.


BRINK OF BATTLE Sidearm – This is a single-handed Firearm of its Period. This weapon may be used in Close combat with a Weapon Reach of 4. The Base  Attacks of the model using a Sidearm can not exceed the RoF of the Sidearm he is using. See the section on Sidearms in Close combat for more details.

is outside that Range, the Token is removed and the Action ends. Once the Token is placed, both Players make a Random Check. The result is the total number of additional Smoke Tokens the Attacking Player can place in base-to-base contact with each other starting with the original Smoke Token. This may take any shape desired, and may extend past the Maximum Long Range so long as all placed Smoke Tokens are in base-to-base contact all the way back to the original Token. Tokens may be placed into any type of Terrain, but not on top of models. Prior to placing these additional Tokens, the Priority Player may exchange any number of Tokens for one Smoke Marker at a 2:1 ratio of Tokens to Markers. The original Token may not be exchanged this way.

Slow  –  This weapon takes considerable time to load and fire. Because of this, its wielder does not have time within the course of his Action to move or take careful aim. This weapon may only use the Standing Fire Action to shoot.

Once all the Smoke Tokens/Markers have been placed, this Action ends. Sturdy - This weapon may be used as an improvised two-handed weapon in Close combat. It is CBT/2 for all Actions and Checks and has the following Weapon Profile: 1/C/1 Improvised, 2-hands.

Small  –  This Gear is not subject to being physically modeled on the miniature. It is small enough to be somewhere on the model‟s body, regardless of actual sculpting limits on the figure.

Thrown  –  A Thrown weapon performs differently than other types of Ranged weapons. The Weapon Profile for these weapons on the Weapon Chart is for Close combat only. The Ranged combat profile varies according to the following rules.

Smoke  –  The effect of this Weapon is to generate an area of Smoke that covers a portion of the battlefield. The model with this Weapon may declare a Smoke Attack instead of any other Ranged  Attack Action. When this is done he takes one Smoke Token and places it on the game board to any place he can draw an unimpeded Line of Sight.

Weapons with this Trait have an Effective Range in inches equal to the wielding model‟s CON. All Long Range modifiers apply normally. Maximum Long Range is 2xCON. If the Rate of Fire listed on its Profile is a C then its Rate of Fire is 1, except for a Knife which is RoF 2.

The Player then checks to make sure the token is within the Maximum Long Range of the  Attacker‟s Weapon. If the entire Token is within the Maximum Long Range, then the Smoke placement will proceed. If any part of the Token

Javelins, Knives, Spears on Foot, and Throwing Edges all use the Attacker‟s CON/2 for their Base Damage Rating when used for a Ranged


BRINK OF BATTLE combat Attack. Others use the number listed on their Weapon Profiles.

GEAR  All warriors, regardless of time period, carry with them the tools of their trade; namely, weapons and armor. Gear is the composite term that summarizes the weapons, armor, and equipment carried by the members of your Battle Force. This section will detail the important points of different types of Gear and the rules for using these instruments of war in your games.

 A Sword for all Seasons Brink of Battle is designed to help you play out small skirmishes on the table top from any period of history. As such, the rules make an observation about warriors from all times and places; that what separates a Peltast from a Prussian Grenadier are the training and equipment they have at their disposal.

Tripod  - This weapon is unwieldy and uses a fixed tripod or bipod to minimize recoil and allow for a more stable firing platform. This weapon and its Crew are set in a fixed position for the entire game. If the Crew models move from their initial position, the Tripod is abandoned and the weapon thereafter functions as a Light Machinegun.

Weapons are classified into performance categories. This gives each player the freedom of defining the exact type of weapon within the category, based on what is sculpted on his miniature.

Unwieldy – This weapon is not designed for use up close. It functions normally for the first Turn of each combat Engagement, but then becomes an Improvised weapon after that. The model using this weapon may switch to another Close combat weapon(s) after the initial Engagement  Action if such are available and the controlling player so chooses.

 The Weapon Profile Weapons, like models, have a profile that lists various statistics representing their game effects. Additionally, they may also have Gear Traits that further define their performance in game terms.

The model equipped with this weapon may not cross Obstacles or use it while in Difficult Ground.

 As with models, when a weapon has a Trait attached to it, it becomes that type of weapon.

Vicious  –  This weapon causes grisly damage when connecting with exposed flesh. Any Damage Bonus caused by a weapon with this Trait is increased by +2 points.

For example, a weapon with the Slow Trait is also a Slow weapon. Heavy Gear is a piece of Gear that has the Heavy Trait and so forth.

 The 3 Profile Numbers There are three numeric statistics that constitute the weapon profile.



Effective Range/Weapon Reach

 After a weapon‟s profile is listed it will be followed by any such Gear Traits.

The first number is the Effective Range or Weapon Reach number depending on whether this is a Ranged or Close combat weapon.

If more than one weapon or armor has the same Trait, the Trait does not stack as do some Traits for models. They will for Encumbrance.

If a weapon has a number that is greater than 3 in its first slot, then it is a Ranged weapon. No Close combat weapons have a Reach number greater than 3. Sidearms have a Reach of 4, and can be used in Close combat. They are the only exception to this rule.

For example, if a weapon has the Heavy Trait and an armor he is wearing also has the Heavy Trait, then he is only subject to the Heavy Trait once, not twice. Each counts as 2 pieces of Gear, however.


So, for example, a weapon whose first number in the profile is a 12 has a 12” Effective Range.

The following listings will detail the weapons listed in BoB and some examples of what types of real world weapons fall into these weapon categories. Also listed will be the Periods in which these weapons are available.

 Another example: a weapon with a 3 in its first slot has a Reach of 3. A weapon with a 4 in this slot is a Ranged weapon and its Effective Range is 4”.

Rate of Fire/Attacks  As with the first statistic, this slot has a r eference that is different for Ranged weapons than it is for Close combat weapons.

Period 1 Ancient/Medieval Weapons

If there is a number in this slot, then it is the effective Rate of Fire of the weapon when using a Standing Fire  Action. If the letter „C‟ is listed instead, then it is a Close combat weapon and uses the Base Attacks of the model as detailed in the Close combat Action section.

Bludgeon Period – All Profile: 1/C/2 This category, while at first glance might seem to include Clubs and other lighter blunt weapons, is reserved for heavy, single-handed hafted weapons designed to create a severe effect upon their targets. This group includes all maces, hammers, and picks.

Base Damage In all cases the last slot on the weapon profile is Base Damage. This is added to a model‟s CON Rating if this is a Close combat weapon. If a Ranged weapon, then this number is the only Base Damage number used. Thrown weapons have their own rules noted in the Thrown Trait.

Gear Trait – Impact

Bow Period – All Profile: 15/2/2

Gear Traits

One of the oldest weapons known to man, the bow is versatile and reliable. This includes all medium sized bows of all compositions.

Most weapons will have a few Traits that help further define the special performance of each.


Gear Trait – 2-hands

BRINK OF BATTLE Great Bludgeon Period – 1,2 Profile: 2/C/3 This is a two-handed version of any weapon from the Bludgeon category. Gear Traits:   2-hands   Fatigue   Impact   

Cleaver Period – All Profile: 1/C/2

Great Cleaver  Period – 1, 2 Profile: 2/C/3

This is a single handed chopping weapon with a heavy blade. It includes single-handed battle axes, hatchets, cleavers, and heavy single edged swords such as the Scimitar, Khopesh, Machaira, Falcata, and Falchion.

This weapon category covers all large, twohanded versions of heavy edged cutting weapons that are listed under the Cleaver weapon category.

Gear Traits:   2-hands   Fatigue   Vicious

Gear Trait – Vicious

 

Club Period – All Profile: 1/C/1

Great Sword Period – 1,2 Profile: 2/C/3

One of the earliest weapons used in history, the good ol‟ stick is still effective after all these years. This includes all hand-held blunt implements balanced for hitting such as a club, nightstick, baton, empty black powder pistol, or cudgel.

This is the classic two-handed sword. Contrary to common misconception, many of these weapons were well balanced for attack and th defense. 16  Century German wood cuts show men fencing with zweihanders or “two-handers”. This covers all long, two-edged cut and thrust swords.

Crossbow Period – 1, 2 Profile: 12/2/2

This crossbow is what would be considered standard for its time. It is still cumbersome to use but requires less training than a regular bow, and is easier to use than a heavier version.

Gear Trait - 2-hands

Halberd Period – 1, 2 Profile: 2/C/2

Gear Traits:   Piercing   Slow   2-hands

Halberds combine the chopping power of an axe with the reach and nimbleness of a spear. This category is also used for all pole-mounted blades with reach that are not considered Great Bludgeons, Great Cleavers, or Great Swords. This weapon includes all halberds, bills, glaives,

  


BRINK OF BATTLE Improvised Weapon Period – All Profile: 1/C/0

pole-axes, or any other pole arm that resembles these weapons. A skilled Halberdier will use his weapon‟s blade and hooks to snag weapons, shields, and legs to trip or unbalance his opponent. Halberds are also very useful for pulling riders from their mounts.

This is a catch-all category for any miscellaneous implement that is being used as a Close combat weapon when it was not designed for that purpose.

Gear Traits:   2-hands   Entangle 

Javelin Period – 1 Profile: 1/C/1

Handgonne Period – 1 Profile: 6/1/2

This is a light throwing spear. This weapon is designed for range and accuracy over weight and impact. This category will sometimes be used to quantify obscure throwing weapons that won‟t fit anywhere else. These types of weapons saw less action after the advent of consistent firearms usage.

This category covers all primitive firearms th th developed between the 13   and early 15 centuries. Basically a stick with a tube attached, this firearm changed the course of warfare through time. It includes all hackbuts, handgonnes, faustbusches, and early culverins. 

Purchase of this Gear gives the model an unlimited supply to throw in every game.

Gear Trait – Longarm

Hand Crossbow Period – All Profile: 8/2/1

Gear Trait – Thrown

Knife Period – All Profile: 0/C/0

 A smaller version of its cousins, this hand-held weapon is usually expensive and rare. 

Gear Trait – Improvised

Gear Trait – Sidearm

Next to a fist, a Knife is the most common basic weapon soldiers from all periods have used to get the job done. This includes all small hand blades between 4 and 12 inches.

Heavy Crossbow Period – 1, 2 Profile: 18/1/3

This model is considered to have sufficient knives to throw in every game.

This is the larger, heavier version of a Crossbow. It is a staple weapon through the middle ages and requires little training to use. It is slow and cumbersome and loading it during a fight is a real bitch.

Gear Traits:   Light   Small   Thrown   

Gear Traits:   Piercing   Slow   2-hands

Lance Period – 1, 2 Profile: 2/C/3

  

Improvements in saddles allowed for better stability with the use of a lance. Being able to couch the weapon and brace for impact


BRINK OF BATTLE Short Bow Period – 1, 2 Profile: 12/2/1

increased the damage potential of the charging warrior. This includes all such weapons that are heavier and longer than a spear being used in a similar role. 

This is the smaller version of the regular and long bow. It is sometimes described as a „self bow‟ and includes all types of small bows, especially those used by nomadic light horsemen from the steppe.

Gear Traits - Mounted Charge

Long Bow Period – 1, 2 Profile: 18/2/3

This weapon changed the balance of power in the medieval world. Even after the advent and ubiquitous distribution of firearms, it retained relevance as a much faster weapon to reload and fire in the hands of a trained archer. 

Gear Trait – 2-hands

Sling Period – 1 (also 2 in tribal cultures) Profile: 8/2/1 The sling is a length of cord used to accelerate a stone or metal bullet/dart at a high velocity toward a target. It is most popular amongst primitive peoples and carries into Period 2 in some tribal cultures (do your research!). This category includes the traditional „shepherd‟s sling‟, the staff sling, and the kestros.

Gear Trait – 2-hands

Net Period – 1 Profile: 1/1/0 Nets fall into a strange category of weapon. The damage done to a target is negligible but the real effect is the entanglement it provides. This weapon category also includes bolos or any other device used to ensnare an opponent.

Gear Traits:   2-hands   Slow Open Shot   

Gear Traits:   Thrown   Entangle  

Pike Period – 1, 2 Profile: 3/C/2 The pike is a sharp metal spear point placed on the end of a wooden shaft that ranges from 16 to 22 feet in length. It is unwieldy and requires both hands to use effectively. The Pike‟s greatest attribute is that its reach keeps the user from harm‟s way at least temporarily. This category includes all long spears, sarissas, and weapons that fall into the parameters listed above.

Spear  Period – 1, 2 Profile: 2/C/1 This is a sharp metal head placed on a wooden shaft that ranges from 6 to 16 feet in length. It is the shorter version of the Pike. As such it is not

Gear Traits:   2-hands   Unwieldy  


BRINK OF BATTLE as unwieldy as its bigger cousin. Being a versatile weapon, the spear has been used by infantry and cavalry over the centuries. To reflect this dual role, two sets of Gear Traits are listed, one for use on Foot, and one for use while Mounted.

includes hatchets, tomahawks, etc.

This category includes all spears, tridents, spontoons, half-pikes, xystons, and kontos‟ used by different troops. Fixed Bayonets fall under this heading but cannot be thrown or used from horseback.



Gear Trait – Thrown

 All weapons are nothing more than an extension of the human body. Unarmed combat ranges in style and method, but for game purposes they are all covered as unarmed attacks.


Staff  Period – 1 Profile: 2/C/1

In this section we add to the basic weapons listed above. The Period notation on each entry shows which weapons in the  Ancient/Medieval listing also survived usage into later periods. Arquebus Period – 2 Profile: 12/1/4

Gear Trait - 2-hands

Sword Period – All Profile: 1/C/2

This is the more developed version of the Period 1 Handgonne. It consists of a stock, barrel, and matchlock ignition system. It is smaller than the musket, which came later, but more accurate and reliable than its pre-cursor, the handgonne. This also includes the harquebus and caliver.

Called the King of Weapons, for centuries the sword has been a powerful tool of combat. With hundreds of variations, this weapon category is probably the broadest reaching. This category includes all single-handed, double-edged blades, balanced for attack and defense, between 16 to 48 inches in length. Examples include all short, broad, and long swords, sabers, rapiers, etc. 

Gear Trait – Low Impact

Period 2 Early Modern Weapons

 Another basic weapon, the ubiquitous staff is always reliable. This includes all variations of a two-handed wooden stick between 5- 8 feet in length. 


Unarmed Period – All Profile: 0/C/0

Foot Gear Trait  –  Thrown, Open Shot Gear


Purchase of this Gear gives the model an unlimited supply to throw in every game. 

Cavalry Charge


Gear Trait – Longarm

Bayonet Period – 2, 3 Profile: 0/C/0

Gear Trait – Riposte The engineer Vauban created this device to give musket armed troops their own close combat defense against horsemen. It includes all forms of Bayonet whether plug, socket, or sword.

Throwing Edge Period – 1, 2 Profile: 1/C/1 This category covers all balanced, edged, thrown weapons designed for this purpose. It


Gear Trait – Bayonet

BRINK OF BATTLE Blunderbuss Period – 2 Profile: 8/1/3

Flintlock Pistol Period – 2 Profile: 8/1/3

 A blunderbuss is an early shotgun. Its ammunition consists largely of shot or scrap metal, rocks, nails, etc. Its flared barrel facilitated easier loading of ammunition, and had no impact on ballistic performance or shot spread. This includes musketoons.

The flintlock pistol was an improvement over the already ingenious wheellock pistol. This category includes all sub-types of these sidearms. 

Gear Trait – Sidearm

Flintlock Rifle Period – 2 Profile: 18/2/4

Gear Traits:   Longarm   Scatter  


Rifling has been available since the early 16 century, but has usually been reserved for limited pieces due to cost. As the flintlock musket was improved over the years, the use of rifling became more prevalent. Rifling increases range and accuracy, and this is the key difference from a standard flintlock musket.

Carabin Period – 2 Profile: 10/1/4  A carabin is a shorter, more maneuverable arquebus used by early modern cavalry. It is the pre-cursor to the more developed carbine in the modern period. 

Gear Traits:   Longarm

Gear Trait – Longarm

Flintlock Musket Period – 2 Profile: 15/2/4

Grenadoe Launcher Period – 2 Profile: 8/1/3

This longarm is the improvement on the standard matchlock musket. Lighter, more accurate, and with a faster loading time, this firearm carried forward until the development of successful cartridge firing guns. This includes all muzzle-loading longarms such as the Brown Bess and any knock-offs or variants.

The first grenades were called „grenadoes‟ and the first grenade launchers were thereby called th „grenadoe launchers‟. This is the early 18 & th 19  century version of the weapon and therefore is a stock with a cup that fires grenadoes at enemy targets. This category includes all manportable versions of this device.

Gear Trait - Longarm

Purchase of this Gear gives the model an unlimited supply of Grenadoes in every game. Gear Traits:   Longarm Grenade (2)  


BRINK OF BATTLE Hand Grenadoe Period – 1, 2 Profile: 0/1/3

Period 3 Modern Weapons With the development of metallic cartridge ammunition this era saw some of the most horrific conflicts in human history. All firearms of this period use cartridge ammunition and smokeless gunpowder.

This was essentially a hand-held bomb that was thrown by Grenadiers; big, fearless, men who would charge fortifications and throw their bombs and follow through with a charge, usually with bayonets fixed. The hand grenadoe is the early cousin to the fully developed hand grenade. This includes all hand thrown explosives like Greek fire, anything that goes boom! in a jar, and hand grenadoes.

Assault Rifle Period – 3 Profile: 20/3/4 The first fully automatic firing rifle appeared during World War 2 and we have seen the proliferation of its kind ever since. This category includes all longarms capable of fully automatic firing, and those also capable of selective fire between full and semi-automatic options. Examples include the StG-44, Browning  Automatic Rifle, AK-47, M- 16, M-4, and FN-FAL.

Purchase of this Gear gives the model an unlimited supply in every game. Gear Traits: Grenade (2)   Thrown   Small   

Gear Traits:   Longarm Rapid Fire

Matchlock Musket Period – 2 Profile: 15/1/4

 

Automatic Pistol Period – 3 Profile: 10/2/2

This is the workhorse firearm of the Renaissance. Heavier and more powerful than the arquebus, the matchlock musket proved its usefulness through some of the most important th th historical conflicts of the 16 & 17   centuries. This includes all muzzle-loading, black powder, matchlock longarms from this period. 

Though called „automatic‟ in common parlance, these pistols fire in a semi-automatic fashion with one pull of the trigger discharging one round of ammunition. The automatic reloading of this weapon sets the stage for all pistols of this category. This covers all semi-automatic cartridge pistols that are not revolvers.

Gear Trait – Longarm

Wheel-lock Pistol Period – 2 Profile: 6/1/3

Gear Traits: Rapid Fire   Sidearm  

The wheel-lock mechanism revolutionized armed conflict with gunpowder. Now, the shooter did not have to rely on the burning match to ignite their weapon‟s powder. This category covers all black powder pistols that use the wheel-lock mechanism up until the advent of the flintlock mechanism which advanced the weapon even further. 

Gear Trait – Sidearm


BRINK OF BATTLE Auto Mag Pistol Period – 3 Profile: 10/2/3

Purchase of this Gear gives the model an unlimited supply in every game. Gear Traits:   Concussion   Grenade(2)   Thrown   Small

 A larger version of the Auto Pistol, this monster of a BFG fires magnum ammunition in a variety of large calibers. The question is, do you feel lucky?

   

Gear Traits: Rapid Fire   Sidearm

Flamethrower  Period – 3 Profile: 8/1/5

 

Auto-Shotgun Period – 3 Profile: 10/3/4

This weapon shoots streams of flaming liquid that immolate targets with fiery death. This category includes all man-portable, backpack flamethrowers.

 A development on the basic shotgun, this category covers all fully automatic shotguns like the AA-12 or USAS-12.

Gear Traits: Flamethrower (4) 

Gear Traits:   Longarm Rapid Fire   Scatter

Grenade Launcher  Period – 3 Profile: 18/2/4

  

 A modern development of the grenadoe launcher or hand mortar, this weapon is a short ranged longarm designed to fire grenades at a greater distance than from throwing.

Carbine Period – 3 Profile: 18/2/4 This weapon is a shorter, lighter version of a rifle. It is more maneuverable and easier to use by cavalry. Later models came in to vogue with vehicle crews as the carbine‟s balance of power and handiness make it a good all around combat arm. This category includes all light combat rifles from lever-action repeaters to semiautomatic carbines. 

Purchase of this Gear gives the model an unlimited supply of Grenades in every game. Gear Traits:   Longarm Grenade (2) Selective Ammo   

Hand Grenade Period – 3 Profile: 0/1/4

Gear Trait – Longarm

Concussion Grenade Period – 3 Profile: 0/1/0

This is a hand held explosive device used for throwing into close proximity to the enemy. A Hand Grenade detonates and the shrapnel and concussive force cause much injury and confusion on any close enough to feel its effects. This includes all hand grenades proper, and any

This weapon is designed to cause shock effect without much physical damage being delivered. The targets of this weapon are disoriented and possibly blinded to the point of temporary incapacitation.


BRINK OF BATTLE Holdout Revolver  Period – 3 Profile: 5/2/1

thrown improvised explosive devices such as Molotov cocktails. Purchase of this Gear gives the model an unlimited supply in every game.

This is a revolver version of the same size and type as noted above.

Gear Traits: Grenade (2)   Thrown   Small

Gear Traits:   Light   Sidearm   Small

Heavy Machinegun Period – 3 Profile: 40/4/5

Light Machinegun Period – 3 Profile: 25/4/4

The machinegun changed the face of war forever. Men died at a rate never seen before from conventional firearms. This category covers all large caliber, tripod or pintle mounted fully automatic machineguns. These weapons require a minimum of two crew members to operate, unless vehicle mounted. An example is the U.S. .50 cal machinegun.

This is a lighter, man-portable version of the heavy machinegun. The primary difference being that this is carried by a single man, and can be fired while on the move. This includes weapons like the American .30 cal machinegun, the MG-34 & MG-42 while fired on the move, M60, and the Squad Automatic Weapon.

Gear Traits:   Longarm Crew (2)   Tripod Directed Burst (2)   Hi-Pen   Heavy

Gear Traits:   Longarm Directed Burst (3)   Heavy

Machine Pistol Period – 3 Profile: 10/3/3

 

Holdout Auto Pistol Period – 3 Profile: 5/2/1

This is a larger version of the automatic pistol designed for firing massive amounts of pistol caliber ammunition. It falls between an automatic pistol and a submachinegun in overall performance. The Micro Uzi, Mac-10 or Tec-9 are good examples of Machine Pistols.

This tiny weapon is used as a last resort for personal defense. It includes all small caliber, concealable auto pistols like a Walther PPK, Derringer, etc.

Gear Traits:   Sidearm Rapid Fire

Gear Traits: Rapid Fire   Light   Sidearm   Small

 

   


BRINK OF BATTLE Magnum Revolver  Period – 3 Profile: 10/2/3

Revolver  Period – 3 Profile: 10/2/2

The original BFG, this revolver is the sister to the Auto Mag. Well do ya?

This weapon covers all semi-automatic firing pistols that use a cylinder to hold and feed ammunition into the chamber.

Gear Trait:   Sidearm

Gear Trait – Sidearm

Medium Machinegun Period – 3 Profile: 30/5/4

Rifle Period – 3 Profile: 25/2/4

Medium machineguns are usually tripod or bipod mounted high cycling weapons that fire rifle ammunition from a belt or box feed, and require two or more crewmembers to efficiently operate in the field. This category covers all machineguns that are smaller than .50 caliber, use a tripod/bipod, and require a minimum of two crew to load and fire. Examples include the MG-34 and MG-42 when tripod mounted, the Bren MG, and the American M-60 when setup for stationary bipod firing.

This weapon category defines a particular period of rifled longarm, not all longarms that have rifled barrels. This category includes all longarms that have a rifled barrel and use a lever or bolt-action mechanism to clear the chamber and load the next round. Examples include all calibers of bolt-actions from Mauser, Lee Enfield, and Mosin-Nagant, as well as the classic Winchester repeating rifle and all similar variants. 

Gear Traits:   Longarm Directed Burst (3) Crew (2)   Tripod   Heavy

Gear Trait – Longarm

Rifle Grenade Launcher  Period – 3 Profile: 15/1/4

  

This weapon system represents both the barrel th inserted rifle grenades of the early 20   Century, and the more sophisticated under barrel grenade launchers like the M-203. This weapon can be used with a Rifle, or Assault Rifle.

 

Purchase of this Gear gives the model an unlimited supply of Grenades in every game. Gear Traits:   Combined   Grenade(2)   Slow   


BRINK OF BATTLE Rocket Launcher Period – 3 Profile: 20/1/6

Smoke Grenade Period – 3 Profile: 0/1/0

Man portable rocket launchers are typically used in anti-armor roles. For BoB purposes, this weapon is used quite effectively as an antipersonnel weapon.

Used since the early part of the 20   Century, smoke grenades provide temporary obfuscation on the battlefield.


Purchase of this Gear gives the model an unlimited supply in every game.

This category includes all types of propelled explosive missiles such as the Light Anti-tank Weapon, Bazooka, AT-4, Panzerfaust, Panzerschrek, and ubiquitous RPG.

Gear Traits:   Smoke   Thrown   Small  

Gear Trait – Rocket(4)

Semi-Automatic Rifle Period – 3 Profile: 25/2/4

Sniper Rifle Period – 3 Profile: 40/2/5

The M-1 Garand semi-automatic rifle dramatically changed the volume of fire a single infantryman could produce when compared to the bolt-action rifles of other armies. This category covers all semi-automatic self-loading rifles like the M-1 Garand or G-43.

This is not a normal rifle used for sniper duty. This is the large caliber, long-range specialty rifles that deliver an enormous amount of damage to the target. The Barrett Model 82 .50 caliber sniper rifle exemplifies this category, but does not limit it to just this type.

Gear Traits:   Longarm Rapid Fire

Gear Traits:   Longarm   Heavy   Hi-Pen

 

Shotgun Period – 3 Profile: 10/2/4

Submachinegun Period – 3 Profile: 15/3/3

The semi-automatic version of the Automatic Shotgun, this weapon fires cartridges of pellets or small flechettes with a pump-action or breakaction system. This category includes all shotguns regardless of gauge.

This is a fully automatic weapon that fires pistol ammunition in a longarm format. Smaller than contemporary rifles and assault rifles, the Submachinegun, abbreviated SMG, is an excellent close range firearm. This category includes all submachineguns such as the Thompson “Tommy” gun, MP-40, Sten gun, Uzi, MP-5, P-90 and all similar weapons.

Gear Traits:   Longarm   Scatter  

Gear Traits:   Longarm Rapid Fire  



 ARMOR & SHIELDS The weapons listed above have been organized according to their period of common usage, and also show other periods where they were used as well. Unlike weapons, armor is defined by different parameters in BoB. The purpose of wearing armor is to protect the wearer from physical injury as a result of being hit in combat. The protective factors are the hardness of the material used for armor, and the amount of coverage provided.

 A model‟s Armor Rating is added to the m odel‟s CON when making Resistance Checks against an enemy Damage Check.

 Types of Armor & Shield Light Armor  Period – All  Armor Rating – 2 Light armor is usually made from layers of leather, fabric, or both. It also includes armor made of harder materials but with minimal coverage. Boiled leather, studded leather, padded cloth, and ring mail are some examples of this type, especially if they cover 75% or more of the model‟s body. A model wearing just a metal breast plate, or some combination of metallic piece armor would qualify for this level of protection. For Period 3 this would include flak jackets and Kevlar vests.

What determines each category of armor is dependent on the factors listed above. That is, a model can have very hard armor, but if he doesn‟t have a lot of it covering his body, then the overall effect will be lessened. Regardless of other Encumbrance limits, a model may only have one type of Armor, one Shield, and one Helmet.

Medium Armor  Period – All  Armor Rating – 3 This is a mix of armors, basing with cloth or leather and adding metal plates or chain mail over the top. This also includes lamellar, segmentata, and plate armors that cover less than 75% of the body. Period 3 versions are heavier Kevlar based body armors covering more than 50% but less than 75% of the body. Heavy Armor  Period – All  Armor Rating – 4 Heavy armor covers 75% or more of the model‟s body and consists primarily of a lot of encumbering metal. Whether this is a full, layered suit of chain mail, full plate, or Cuirassier armor, this protection will slow the wearer down. For Period 3, this would be a full suit of heavy ballistic armor with plate inserts, or full explosive ordinance protection that covers the majority of the body.

 Armor Rating  Armor and Shields have an Armor Rating abbreviated as ARM. Add the Rating of all  Armor and Shields together for the model‟s total  Armor Rating.


Gear Trait - Heavy

BRINK OF BATTLE Buckler Period – 1, 2  Armor Rating – 0

modern SWAT Ballistic  Ancient/Medieval Pavise. 

The buckler is a small shield or target that is used to actively deflect close combat attacks. It is not of sufficient size to provide any useful defense against ranged attacks like its larger Shield cousins. This category covers all bucklers and small shields regardless of material composition.




Gear Trait – Shield

Large Shields Gear Traits:   Heavy   Shield  

Tower Shields Gear Trait: Mobile Cover   Shield  

Gear Traits:    

 

Helmet Period – All

Buckler  Shield

Fighting men of all periods have used the ubiquitous helmet to protect their heads from injury.  A model must have some form of protective head gear on its miniature to have this Gear. However, certain types of head gear are made of stiff leather, or conceal metallic skull caps, such as with many Period 2 troop types. To avoid arguments, if a model pays 2 additional Supply Points it may add the Small Trait to a Helmet if it is in Periods 1 or 2 and is wearing concealing head adornments like big hats, hoods, etc. Shield Period – All  Armor Rating – Shield -1 Large/Tower - 2 While most shields are used in Period 1, modern riot and SWAT shields are also covered in this category. Shields do relatively the same thing regardless of size or composition; they act as a barrier used to deflect attacks.

 A model that makes a Damage Check against a model wearing a Helmet must exceed   the Total Resistance Score in order to Shock the model. If it only equals the score it is No Effect. Note also, that just because a model is sculpted with a helmet/head protection as part of its  Armor, doesn‟t mean you get the benefit of this Gear without paying the Supply Points.

Shields come in three main sizes: Standard, Large, and Tower. The Standard Shield is the most common size, as represented by most kite and round shields that are worn on the arm. Large Shields are akin to the Greek Hoplon and the Roman Scutum. Tower shields are really large and perform more like mobile cover than a shield of tradition. Examples would include the


Gear Trait - Light



Heavy Barding can only be purchased if the model has coverage from heavy leather or metallic substances that extends down past the knees of the mount. A good example of this is the barding used by Cataphract cavalry.

Equipment is the catch-all term for any useful items that a fighter might carry into the conflict. Some of these items are universal, while others are specific to certain types of fighters, in their own or all periods.

Barding adds to the War Horse‟s  CON when making its Resistance Check in resolving a Damage Check against it.

Some items of equipment are small and unobtrusive, while others are counted as standard Gear. This will be noted by the Small Trait on those items that don‟t need to be represented on the model.

Climbing Rig Period – All This is a general term for any combination of devices and rope that assists in climbing sheer surfaces. The model with this Gear should have some kind of rope and/or harness modeled on the figure proper.

 As with W eapons and Armor, Equipment comes in general and period specific categories.

 All Periods Equipment

Each Period evolved more sophisticated tools and methods. To represent this, the Climbing Check bonus conferred by a Climbing Rig is equal to the Period number it is purchased from. That is, Period 1 Climbing Rigs add +1 to all Climbing Checks; Period 2 adds +2; and Period 3 adds +3.

Barding Period – 1 & 2  Armor Rating – Light – 1 Medium – 2 Heavy – 3 Barding is horse armor that ranges from mere cloth or light leather up to full plate. This Gear may only be purchased if the model has also purchased a War Horse modeled with Barding.

Extra Rations Period – All Nothing improves a soldier‟s morale and fitness like an abundance of good quality food.

Barding comes in the same levels as Armor does for a Foot model; Light, Medium, & Heavy. Heavy Barding has the Heavy Trait as well.

Extra Rations must be purchased for all models in a Battle Force. If this has been done, then this Force‟s player gains one extra Break that can be used once per game.

Light Barding is cloth or leather based and will cover the body and possibly the legs to varying degrees. Medium Barding consists of metal plates, chain, or rings incorporated together to cover the head and body of the horse. Medium armor is counted for all such armors that provide coverage above the knee of the horse. This category covers most metallic Barding from the middle ages through to the Maximilian armor of the Renaissance.

Extra Rations only work for one  game at a Supply Point cost of 2 points per model in the force. To have Extra Rations that can be used for each battle in Campaign games, the player must pay a one-time cost of 5 Supply Points per model.  Any models added to the force through the Campaign must include this cost as part of its expense.


BRINK OF BATTLE Extra Rations may   be taken even if the Force has a model with the Old Soldier Trait. All normal rules for using a Break apply. Impressive Outfit Period – All

includes the Light Trait, since the Riding Horse doesn‟t add to the model‟s Encumbrance.  A model with a Riding Horse may purchase the Saddle Bags Gear. Ruck Sack Period – All

This „piece‟ of Gear may only be taken by a Commander model. It includes the Small and Light Traits, but some impressive representation should be modeled or painted on the figure so it stands out from the rest.

Soldiers of all ages have used some fashion of backpack, bag, or satchel to carry their extra food, equipment, and loot. The Ruck Sack represents these various items. This Gear has the Light Trait, but some form of back pack, large sack, or satchel must be modeled on the miniature for this Gear to be purchased.

This model‟s Command Radius is increased by +1”. This Gear may not be taken by a model with the Camouflage Uniform Gear.

 A model with a Ruck Sack increases its Encumbrance limit by +1 piece of Gear.

Lucky Totem Period – All

Signature Item Period – All

From blessed charms to lucky rabbit feet, many soldiers carry something of superstitious significance to bring them favor in battle.

Great heroes are sometimes identified by a special item that they use or carry with them into battle. Specially crafted or ornate weapons, swagger sticks, staffs of office, or the good old incessant cigar chomping are all good examples of Signature Items. This Gear includes the Small and Light Traits. A Signature Item may only be taken by a Commander model. Veterans with the Commander Trait may not purchase this Gear.

 A Lucky Totem may only be purchased by a Commander or Veteran model. Troops don‟t seem to be as lucky as those who live long enough to lead them.  A model with a Lucky Totem may force the opposing player to re-roll any single die roll that would affect this model. This may only be used once per game. This may not be used to re-roll a re-roll.

 A model with a Signature Item automatically passes his first failed Command Check. This does not apply to Strategy Checks. This is useable only once per game.

Lucky Totems include the Small and Light Traits. Riding Horse Period – All This is a horse that has been bred for speed over bulk and strength. Riding Horses are generally faster than War Horses, but not as sturdy in combat.

Saddle Bags Period – All  A Cavalry model with this Gear may increase his Encumbrance limit by +2. This includes the Light Trait. War Horse Period – All

Buying this is necessary Gear for a model that wants to be mounted as a Cavalry model. It

This is a larger, stronger version of the Riding Horse that is trained for combat action.


BRINK OF BATTLE This is necessary Gear for a model that wants to become a Cavalry model. It includes the Light Trait, since the War Horse doesn‟t add to the model‟s Encumbrance.

Extra Ammo includes the Small Trait. Each level of bonus counts as 1 piece of Gear for determining Encumbrance. For example, a model has Extra Ammo+2. He gets a +2 CBT bonus when making Weapon Checks and counts for 2 pieces of Gear toward Encumbrance.

This model may purchase the Barding and Saddle Bags Gear as well if he meets their respective requirements.

Period 1 Equipment

Improved Black Powder  Period – 2

Consult the Oracle Period – 1

This model has an unlimited supply of high quality gunpowder for use with all of his Firearms that have the Black Powder Trait. This Gear includes the Small and Light Traits.

 Ancient peoples would regularly seek the favor of their gods before going to war. This „Gear‟ is purchased once for the entire Battle Force and includes the Small and Light Traits. This would also be appropriate for any Force that would seek Divine Favor/Blessing before battle.

This model‟s Black Powder Firearms increase their base Damage by +1. When making Weapon Checks with these weapons, the opposed roll is increased by +1 as well. Better boom can backfire!

This Battle Force adds +3 Action Tokens to its Tactical Pool once per game. The controlling player declares he is going to “Consult the Oracle” during the Orders Phase when generating his Tactical Pool.

Musket Rest Period – 2 This device is only available to models equipped with Matchlock Muskets. This is a forked pole used to rest the large, cumbersome firearms to improve aim and reduce fatigue on the part of the musketeer. This Gear includes the Light Trait.

These additional Action Tokens are used just like all other Action Tokens. This Gear can only be taken by a Period 1 Force.

Period 2 Equipment Extra Ammo Period – 2, 3 Running out of ammunition is never a good thing. Soldiers sent on special missions often take greater than normal amounts of ammo to compensate for a lack of access to their normal supply chain.  A model with Extra Ammo gains a bonus to all Weapon Checks he is required to make. This will be a +1, +2, or +3 bonus based on the level of Extra Ammo purchased for this model.

Polish Haiduks used their great axes as musket rests, and purchasing this Gear would also represent that, though the separate great axe (Great Cleaver) would also need to be


BRINK OF BATTLE purchased if the model wants to use it as a weapon.

Laser Sight Period – 3 after 1970

 A Musket Rest adds +4” to the Effective Range of Matchlock Muskets for determining the Long Range penalty, but not for the Maximum Long Range.

 A Laser Sight is purchased for a Sidearm or Longarm. It has the Light and Small Traits. It grants a +1 bonus to the user‟s CBT Rating when making Ranged combat Attacks at up to Effective Range for the weapon.

Period 3 Equipment

Tracer Ammunition Period – 3

Camouflage Uniform Period  –  3 but only 1937 and later based on historical evidence.

This ammunition produces a small incendiary effect that helps the shooter „trace‟ the trajectory of his shots to the target. In Brink of Battle, only Longarms with the Rapid Fire or Directed Burst Traits may purchase Tracer Ammunition.

The German‟s  were the first to use widespread camouflage patterns on their uniforms in World War 2. Since that time, the use of „camo‟ has helped soldiers reduce their visibility to enemy eyes.

Tracer Ammunition grants a +4” bonus to the Effective Range of a weapon when determining the Long Range penalty, but not for calculating Maximum Long Range.

When a model with this Gear is targeted by an enemy model for a Ranged Attack, measure its actual distance from the shooter, then add +4” to that distance. Use this newly modified distance for calculating any Long Range penalties.

Scope Period – 3 Since the Renaissance, telescopic sights have been used in limited number. However, this game only refers to the modern telescopic sights available to Longarms in Period 3 when they became more reliable and widespread in use.

This Gear includes the Light Trait, but does require appropriate camouflage patterns to be painted on the model or this cannot be taken. This Gear may not be taken by a model with the Impressive Outfit Gear. For example, Bob has a German Fallschirmjager with the Camouflage Uniform Gear. Dan‟s U.S. Ranger declares the paratrooper as the target of its Standing Fire  Action. Dan measures the distance and finds that the German is 18” away; his Ranger is CBT full for the shot. He then adds +4” to this distance for the Camouflage Uniform the German is wearing. Now the paratrooper counts as being 22” away which puts him over the Long Range penalty distance of 20”. Dan‟s model is now CBT/2 when firing at Bob‟s model.

 A model may purchase a Scope for any Longarm he has, as long as the Scope is modeled on the Longarm. Scopes have the Light Trait. When executing a Take Aim Action with a Scope, this model may use the his weapon‟s Effective Range or  20”, whichever is farther , for determining the Long Range penalty of CBT/2. Remember that the Take Aim Action is executed normally and grants its bonus to the model with a Scope the same as without one.  Also note that a Scope may only be used when executing a Take Aim Action. The normal Long Range penalty applies for all other Actions.




For example, an SMG with a Scope used for a Take Aim Action can use 20” as the distance for the Long Range penalty instead of 15” which is the Effective Range of the weapon. Normally, the CBT/2 penalty would be triggered at 15”, but the Scope increases that to 20”.

In Brink of Battle, a Foot model may be able to become a Cavalry model by purchasing a mount. Even though there are a variety of beasts that have, through history, borne riders on their backs, none has been used with as much frequency or success as the noble horse. Therefore, these rules will only deal with horse Cavalry.


Example 2: Dan‟s 10   Mountain Division soldier has a Scope on his Semi-Automatic Rifle (M-1 Garand) with an Effective Range of 25”. When determining the Long range penalty of CBT/2 for his Take Aim Action, he can use 25” instead of 20” because he has a Scope on the weapon. Tactical Harness Period – 3 This Gear represents the advancements made in load bearing vests and tactical harness systems in the modern era. This item increases the efficient storage and accessibility of a soldier‟s weapons and equipment. It includes the Light Trait, but the model needs to have some form of vest/harness/ammo belt modeled on the figure to qualify as having this Gear.

 Also, whenever a Foot model is riding a horse, it will be referred to as a „Cavalry‟ model. This is to distinguish it from other models on Foot, which may also be referenced as „Infantry‟ models.

Horses & their Riders  As mentioned in the chapter on Models, a Cavalry model has a Horse and Rider on the same base. All measurement is from the base, but all Line of Sight Checks from  the model should be done from what the Rider portion of the model could see. When drawing a LoS to a Cavalry model, any part of the Horse or Body Proper of the Rider will count as Body Proper for the whole model.

 Types of Horses

 A model with a Tactical Harness increases his Encumbrance limit by +1 piece of Gear and gets a +1 CBT bonus for all Climbing Checks.

Horses in BoB come in two types: Riding and War. When you purchase a horse for your Rider, you will need to choose which type, as historically available to your force, and pay the appropriate Supply Points for it. The distinction is simple; Riding Horses are bred for speed and maneuverability, while War Horses are bred for strength, endurance, and size. Both types have the Cavalry Trait as described below. War Horses may have the Destrier Trait, and Riding Horses can have the Fast Cavalry Trait, as noted below.  All rules governing Horses and their Riders fall under the Cavalry Trait. Other Horse Traits will be covered later in this chapter.



Horse Gear

Horse Movement Rates Riding Horse Move Action 10” Hustle 14” War Horse Move Action 8” Hustle 12”

Horses are counted as Gear for your models that have them. Horses may also have Gear purchased for them that belongs to their Rider and is recorded on his Roster as such. Horse Gear will be found in the Gear chapter. It includes Saddle Bags and Barding.

Resolving Cavalry Checks  Any time the Cavalry m odel is required to make a Ratings or other game state Check, use the Rider‟s profile. For Damage and Resistance Checks, use the Horse‟s CON Rating instead.

Cavalry Combat Fighting while mounted is not an easy task. The following rules are used to resolve any Actions involving Cavalry models, either as Attackers or Defenders in both Ranged and Close combat.

 Targeting Cavalry Models Cavalry models count as a single model for all targeting and Line of Sight purposes as described above.

Horse Profiles Like all models in Brink of Battle, Horses have their own Ratings Profile. However, the first two Ratings do not apply to Horses, and are represented by a dash only to show that these do not come into play. The only Rating that does matter is Constitution. Profiles Riding Horse: War Horse:

-/-/4 -/-/6

Movement Rates Each Horse has a different Movement rate, in inches, based on its type. Other factors may reduce a Cavalry model‟s movement rate based on the Gear worn by either the Horse or its Rider.

Cavalry models may benefit from Concealment, but not from Cover. They cannot get close enough to Cover to benefit from its protection. They may not make a Cover Adjustment either.

Hit Locations Horses and their Riders present a different challenge when resolving combat. Once a Cavalry model has been hit by a successful  Attack, you have to determine whether the Rider or the Horse was the actual target hit. So, a Hit Location Check will need to be made. The Hit Location Check is a Random Check made by both players. This is done prior to making the Damage Check. Take the Random Check result and consult the chart below to see whether the Attack hit the Horse or Rider. Each type of Horse has a different range based on the size of the mount.


BRINK OF BATTLE Hit Location Check

Example: Scott has a Cowboy with a rifle perched in the church tower of a small town. He‟s waiting for Dan‟s outlaw riders to come into town. When Dan‟s first outlaw moves into the Cowboy‟s Line of Sight, the Cowboy executes a Ranged Attack against him. Scott‟s Cowboy makes a successful Attack and has a Damage Bonus of +5. They then make a Random Check for hit location on the outlaw Cavalry model and get a 4, hitting the Riding Horse. Scott decides that he wants to try and hit the Rider instead, and trades 2 points of Damage Bonus to add to the hit location roll of 4 for a total of 6. This makes the hit go to the Rider instead, and the Damage Bonus is reduced to +3. The Damage Check proceeds against the Rider normally.

Riding Horse 0-5 Horse is hit 6-9 Rider is hit War Horse 0-6 Horse is hit 7-9 Rider is hit

Hit Location Adjustment  As mentioned, each Cavalry model is targeted as a single model. Once it has been hit by either a Ranged or Close combat Attack, the  Attacking player will need to see whether the  Attack hit the Horse or the Rider by the process described previously. Once this roll has been made and the hit location has been determined, the Attacking player may decide to let the hit go where designated, or he may attempt to adjust the result.

Injured Cavalry Models Once the final hit location has been determined, the Damage Check for the Attack must be made. This is done by the normal rules. However, the resulting outcome of the Damage Check is handled differently for Cavalry models.

To adjust the result, the Attacker may trade some or all of his Damage Bonus points to add to or subtract from the Hit Location result. This represents the Attacker using his accuracy to go for the Horse or Rider as he desires. This is done point for point, and the Attacker must have sufficient Damage Bonus points to make the adjusted result meet the Hit Location number required.

Cavalry Model Removal Cavalry models are removed from play like all other figures; just pluck it from the board.

Injured Rider If the Rider is Shocked, place the Cavalry model on its side. The model obeys all rules governing the Shocked condition. If the Rider is Wounded, remove the entire Cavalry model. It is assumed the Horse has fled the field.

Injured Horse When the Horse is Wounded, remove the entire Cavalry model.



Horse Damage Check Results

 Trample Attack 

Horses are durable and strong creatures. However, they can become lame and useless for carrying a Rider fairly easily. For purposes of this game, a Horse is considered fit or lame; useful for carrying a Rider or not. So, whether the Horse is dealt a mortal wound or not is irrelevant; it can either act as a mount or it is removed from play.

 After the Charging Rider has executed his available Close combat Attacks against any engaged Foot models, his Horse makes a Trample Attack. This occurs prior to the Charge  Action‟s completion and before moving to the opponent‟s next Action. The Trample Attack hits automatically and is not diced for like other Attacks. Make a Damage Check against each enemy model Engaged by the Charging Cavalry model this Action. Use the unmodified CON of the Horse for the Damage Check. No Damage Bonus is used. Apply Injury results normally.

In game terms, a Horse is immune to being Shocked. Both Riding and War Horses are Wounded on a Damage Check result of 5 or more as with Foot models.

Cavalry in Close Combat

This represents the effect that 1200 pounds of running horse flesh will have on a guy.

One of the most effective uses of Cavalry is for shock effect in Close combat. A Cavalry warrior can wreak havoc on infantry if allowed to ride them down. The following rules govern Cavalry in Close combat Engagements.


When a Cavalry model executes a Charge  Action against another Cavalry model it is resolved normally.

Movement based Actions Cavalry models can traverse over an Obstacle without hindrance that is 1 ½” or less in height. They cannot Climb, and they cannot Jump down a height greater than 2”.

Cavalry vs. Infantry When a Cavalry model executes a Charge  Action against a Foot model the Horse inflicts a Trample Attack against any enemy Foot models it Engaged during the Charge.

Cavalry models are good at Jumping over gaps, etc. When they make a Jump Check to cross a gap, the Secondary player measures the distance and divides the number in half before


BRINK OF BATTLE adding it to the d10 result for the opposed roll; round all fractions down.

any Trait is purchased, but the options are detailed as follows:

Despite their higher rate of movement over Open Ground, mounts risk injury moving at such speeds in Difficult Ground. Regardless of type, both Riding and War Horse Cavalry models are reduced to 3” movement in Difficult Ground.

Fast Cavalry Trait  –  For 10 Supply Points a Riding Horse may have this Trait. It must not carry a Rider that is subject to the Heavy Trait.

Furthermore, Cavalry models in Difficult Ground fight at CBT/2 in Close combat due to the vulnerability this type of soldier faces in bad terrain. Cavalry models may not execute the Ambush  Action either.

Random Movement

When making a Disengage attempt in Close combat with this Cavalry model, the controlling player may roll one additional d10 for the Disengage Check and use the higher result. Destrier Trait  –  For 10 Supply Points a War Horse may have this Trait. This War Horse is bred for strength and endurance above and beyond normal limits. This Trait will negate the Heavy Trait that is on any Gear used by either the Rider or the War Horse, such as Heavy  Armor or Barding.

Cavalry models are naturally faster than foot soldiers. Any time a Cavalry model must make a Random Check for movement, double the resulting number. For example, a Rider fails his CMD Check and becomes Broken. Both players roll a d10 and subtract the lower number from the higher, as with all Random Checks. The result is then doubled for the Cavalry model.  And yes, double of zero is still zero.

Deployment Just because a model has a Riding or War Horse as Gear doesn‟t mean that it is required to be a Cavalry model during play.  A Player may declare that any or all of his models with Horses are deploying on Foot when he deploys them during a Mission. Whether the model is deployed as Foot or Cavalry, it remains that way for the entire duration of the game. A Cavalry model may not dismount later. Nor may a Foot model mount its Horse and become Cavalry during play.

Disengage Actions Being faster, Horses execute Disengage Actions normally, but move up to 8” if a War Horse or 10” if a Riding Horse instead of the 6” made b y Infantry.

 A model has a Supply Point cost inclusive of all its Gear, regardless of whether or not it deployed with it during a game.

Cavalry Traits The Gear chapter details the equipment that can be purchased for Riding Horses and War Horses, including the Supply Point costs of the mounts themselves. When purchased, a Riding Horse or War Horse may also have one of two Traits purchased for them, depending on type. It is not required that




Since the Standard Force does not have a Maximum number of Troopers, Chas may purchase up to his Maximum number of War Dogs which is 8, unless that would bump against his Force‟s total number of models which is 15.

Throughout human history Man‟s Best Friend has been called upon to fight by his side. This section describes the rules for adding War Dogs into your Battle Force.

Dogs & Handlers

 War Dog Profiles

Before War Dogs can be fielded on a Battle Force, one of the models on that Force must purchase the Beast Handler Trait. This Trait not only gives access to the use of War Dogs, but it also regulates the number that can be added to a Force Roster.

 All War Dogs are bred and trained for close combat. They are fast and tenacious, dragging foes to the ground and tearing their throats out. Regardless of breed, the type of canines used in combat all have sufficiently similar attributes that they are represented by a single Profile.

Maximum Number of War Dogs

War Dogs have a Combat Rating of 4, a Command Rating of 1, and a Constitution Rating of 4. They have a Bite Attack that has a Weapon Profile of 0/C/0.

Once a model has purchased this Trait, the player may purchase War Dogs. A Force may have a Maximum number of War Dogs equal to the combined CMD Ratings of all models with this Trait. For example, Chas builds a Force and gives two Troopers the Beast Handler Trait. Each Trooper has a CMD Rating of 4. Chas can purchase up to 8 War Dogs for his Force.

 All War Dogs have the following Traits as part of their Profile:    

Heightened Senses

War Dogs count as Trooper models for all purposes and are subject to the Minimum/Maximum restrictions of a Force Organization Chart.

Movement War Dogs count as Foot models. However, they are fast and agile and in some ways are more maneuverable than normal Infantry.

The total number of War Dogs is limited by both the total CMD Ratings of all Models with the Beast Handler Trait in the Force, as well as the Maximum number of Troopers allowed for that type of Force Organization, whichever triggers first. For example, Chas has a Standard Force Organization. He has 2 Troopers with the Beast Handler Trait. He can purchase up to 8 War Dogs. Each Dog he purchases counts as a Trooper model, so if he buys 2, then he has met his Minimum number of Troopers (4) that he must have in his Force.

Beast Bravado Ferocious Charge

Move and Charge Actions are up to 8” for War Dogs. They can Hustle up to 12”. When successfully executing a Disengage  Action, War Dogs move 8” away from all Engaged enemy models.

Maneuver & Terrain War Dogs have special rules for different Terrain types:


BRINK OF BATTLE  All Area Terrain except water bodies (Rivers, Ponds, Lakes, Ocean, etc) are Open Ground for War Dogs. They may not move over Obstacles, and are at +1 CBT Rating for all Jump and Disengage Checks. Double the distance moved on a successful Disengage Action.

 Any War Dogs that fail the Check become Broken and immediately move away from the source of the Panic as normal. Remember to double the Random Check distance for all War Dogs when moved this way. War Dogs that become Broken are especially difficult to recover. If a War Dog is Broken, it may only execute a Steady Action if it is within the Command Radius of a Ready model with the Beast Handler Trait.

They treat Stairs as Open Ground, but cannot climb Ladders or Ropes/Nets. War Dogs cannot execute the Ambush Action. When making Random Checks for being Broken, Compulsory Movement, or for Panic from Losses, double  the result as is done for Cavalry.

 War Dog Psychology Not having the same level of intelligence as humans, War Dogs behave somewhat differently when in battle. War Dogs are not affected by the Commander Trait. Instead, the Beast Handler Trait has its own Command Radius equal to the CMD Rating of the Handler. This Handler Command Radius performs just like the Commander Trait but only for models with the Beast Trait.

Mission Objectives War Dogs count as normal models on the Force for all Rout Check purposes.  As Beasts, they do not count for Mission Objectives of any kind. That is, they cannot hold or contest the Raid objective, discover or carry the Retrieval objective, or count in the Deployment Zone of the opposing Force for the Recon Mission.

 War Dog Specific Traits  All War Dogs have the Traits listed above. They are detailed as follows: Beast  –  This model is an animal of limited intelligence. As such it cannot earn Experience or purchase Gear. Beasts do not count toward any Mission Objectives.

 All War Dogs have the Bravado Trait; being unfazed by Outnumbering, they never Panic from that effect.

Bravado – This model is immune to Panic from being Outnumbered.

War Dogs do not cause a Panic Check from Losses in other friendly models when the War Dog is removed as a Wounded model.

Ferocious Charge  – This Trait is only available to Beast models.

Conversely, War Dogs are immune to Panic from Losses from all other friendly models except models with the Beast Handler Trait.

When this model executes a Charge Action it gains a +1 to its Weapon Reach number. If it successfully hits the Defender in Close combat, the Defender will be subject to the Entangle Trait until the end of the Turn.

If a friendly model with the Beast Handler Trait becomes Wounded, all War Dogs from that Force within 6” of the Wounded model must immediately make a Panic from Losses Check. War Dogs Engaged in Close combat ignore this Panic Check.

Heightened Senses  –  This model possesses senses that are more acute than its human


BRINK OF BATTLE counterparts. This model doubles  its CBT Rating for Detecting models in Ambush.


 Additional Traits

Once both players have spent their Supply Points, assembled their miniatures and dressed the game table with miniature scenery, they are ready to play the game.

 At time of creation, a War Dog may be given one of the following Traits for the Supply Points listed:

Each game of Brink of Battle is based around a scenario that defines the objective of the game and the initial positions of the Battle Forces in play.

Frother – 5 Supply Points. This War Dog has a particularly nasty temperament and froths at the mouth in anticipation of a fight. When Engaged in Close combat this model gets a +1 bonus to its CBT Rating.

Three basic Missions are used to represent the types of assignments such small skirmishing groups would most likely find themselves assigned. These Missions are Raid, Recon, and Retrieval.

Jaws of Death  – 10 Supply Points. The maw on this model is very strong. When determining Damage in Close combat, this model gains a +1 to its CON Rating.


Sic ‘em

 – 5 Supply Points. This animal is trained for bursts of speed on the attack. When executing a Charge Action, this model may move up to 12”.

Brink of Battle has three types of outcomes for all games: a Win, a Loss, or a Draw. One player can win, causing the other to lose; or there may not be a clear enough victory and a draw result is all that is left for both players.

Supply Points & Re-Supply War Dogs cost 25 Supply Points, plus any points for an additional Trait.

If a player fails a Rout Check, he loses the game. If both players fail a Rout Check in the same SitRep phase, then the game is a Draw.

War Dogs count for determining Re-Supply Points in the After Action Report.

If one player fulfills the Victory Condition of the Mission, then he is the winner and the other player loses.

Trauma Checks are calculated differently for War Dogs. If the Trauma Check is passed, then the animal recovers fully. If the Check is failed, the War Dog was Mortally Wounded and is removed from the Roster.

 Voluntary Rout  A player may decide to voluntarily Rout and lose the game at any time for a one off or tournament game. For Campaign games, a player may only voluntarily Rout at the start of any Turn where he is required to make a Rout Check. This gives players in hopeless situations the ability to concede the game and prevent any further injury to their force.



Mission Format

Objective Markers

 All Missions follow a format that clearly defines Objective, Deployment, Table Set-up, Battlefield Conditions, and Special Rules that are applicable to the given scenario. Refer to each Mission Briefing for details of each scenario.

The Retrieval Mission uses Objective Markers to represent the person or item the forces are sent in to find and retrieve. To represent this, place an Objective Marker in the center of the game board. Then place two additional Objective Markers 8” away from the center Marker in opposite positions, parallel to the player‟s table edges.

Roll for Mission Before a game can be started, both players make a Strategy Check using the CMD Rating of their Battle Force‟s Commander model. If the result is a tie, re-roll until one player has a higher result than the other.

Once all Markers are placed, the Intruder chooses one Marker and both players make a Random Check. The player who rolled highest gets to move the Marker a number of inches in any direction equal to the result of the Random Check. If the result is a zero, then the Maker stays in place.

The player with the highest result chooses the Mission and decides if he wants to be the Intruder or the Sentry.

The Sentry player then chooses one of the two remaining Markers and they repeat this process.

Intruders & Sentries The player whose Force is instigating the offensive in the Mission is called the Intruder, or Intruding player. The opposing player is referred to as the Sentry, or Sentry player. These terms will help in keeping the Objectives and Deployment clear for both players.

Then they resolve the same thing with the final Token. For example, Alan and Gilbert are playing a Retrieval Mission. Alan is the Intruder and Gilbert the Sentry.

 After Action Report

 After they place the three Objective Markers,  Alan chooses the one on his left and they make a Random Check. Alan rolls a 4 and Gilbert rolls a 9. The difference is 5, and since Gilbert rolled the highest, he gets to move the Marker 5” in any direction he chooses.

The After Action Report is used primarily for Campaign games. One off or tournament games use it for ranking wins, losses, and draws. When a Campaign game is played, the After  Action Report includes making Trauma Checks to determine Injuries, as well as awarding Experience to surviving models. Finally, the calculation of Re-Supply Points for each force is done.

Then Gilbert chooses the center Marker and they repeat the process. After the center Marker has been moved they resolve the same for the remaining Marker.

Special Rules

Once all Random Checks have been done for the Objective Markers, players may proceed with their Deployment.

Two special rules may come in to play during a Mission. They are Objective Markers and Aerial Deployment.



Finding the True Objective

 Aerial Deployment

The use of multiple Objective Markers represents the uncertainty of finding the target of retrieval.

Models with the Paratrooper Trait are able to drop into the area and perform a „vertical envelopment‟ of the enemy.

When a model moves into base contact with an Objective Marker, both players will make a Random Check to determine if this is the True Objective of the Mission, or a false lead.

Models with the Paratrooper Trait may use  Aerial Deployment during a Raid Mission if the controlling player is the Intruder for that game. Before Deployment, the Intruder sets aside all models capable of using Aerial Deployment. He then deploys any of his models that do not have this ability per the normal Deployment rules for a Raid Mission.

If the result of the Random Check is 7 or more, then the True Objective has been found by that model. If the result is less than 7, then it is a false lead, and that Objective Marker is removed from play. Each time an Objective Marker is revealed as a false lead, the target number drops by 2 points. This number reduces by 2 for each Objective marker revealed until the true Objective is found. rd The 3   Objective is automatically the True Objective if not previously discovered. Once the True Objective marker has been found, it is acquired by the model that found it, and stays with him until he becomes Shocked or Wounded during play.  A model with the Objective Marker may not Hustle, and his Charge move is reduced to 6” on Foot, or 8” Mounted.

 After both players have Deployed, the Intruder then deploys his remaining models set aside for this purpose. If an opponent has Infiltrators, he deploys them before the player with Aerial Deployment places his remaining Aerial Deployment models on the board.

If he becomes Shocked or Wounded, then the Objective Marker is dropped and may be retrieved by any other model that moves into base contact with it.

The Intruding player deploys all of his Aerial Deployment models anywhere on the game table. He then chooses one of these models and he and the Sentry player then make a Random Check. The player that rolled the higher number for this Check moves the model a number of inches from his starting position equal to the result of the Random Check in any direction he chooses. The model must be moved that number of inches to represent the drift of wind during landing.

Moving into contact with an Objective Marker is a Move Action and cannot be combined with any type of Attack. Once the model acquires the Objective Marker, he may execute Actions normally. The player whose model carries the Objective Marker off his own table edge wins the game.




If the Random Check result is a zero, then the model deploys exactly where he was placed.


This is repeated for each Aerial Deployment model until all have been adjusted.

One Battle Force has posted sentries in a strategically vital area. The opposing Force has been assigned to raid the area and take that ground.

For example, Mike is the Intruder and Drew is the Sentry. Mike‟s Fallschirmjager paratroopers have the Paratrooper Trait and can use Aerial Deployment during this Mission. Mike decides to deploy all of his Force using this rule, so Drew sets up his entire Force first.

Forces Each player has the same number of Supply Points decided upon beforehand.

Once Drew‟s models are on the  the   board, Mike then deploys his remaining models anywhere on the table, regardless of Deployment zones. He and Drew then make a Random Check resulting in a 5 for the first model. Mike rolled a 2 and Drew rolled a 7. Subtracting the lower roll from the higher resulted in Drew moving Mike‟s model 5 inches in any direction of his choosing. Mike moves the model and then selects his next figure to make a Random Check. They do this for each of Mike‟s models until all are deployed. Then the first Turn begins.

Deployment The Sentry player chooses which edge he will deploy from. The Intruder player will deploy from the opposite edge. Measure the distance of the game board from the Sentry player‟s table edge to the Intruder player‟s table edge. Divide this by 3 and you have the number of inches the Sentry player may deploy out from his table edge. This is his Deployment Zone and it extends to the sides of the board as well. Once the Sentry‟s Deployment Zone has been defined, he must place 3 Raid Tokens anywhere between the inner edge of his Zone and no closer than 8” to his table edge. The Raid Tokens cannot be closer than 6” to each  each  other. They may not be placed in Impassible Ground.

If a model using Aerial Deployment is moved so that it contacts any table edge it is removed as a Wounded model and is not used during play. All models removed this way count toward that player‟s player‟s Rout Checks Checks normally. If a model using this rule is moved into an Obstacle or area of Difficult Ground, he must immediately pass a CON Base Check or he starts the game Shocked and remains so until the Recovery step of Turn 2.

Once these Raid Tokens are placed, the Intruding player chooses two of them to remove. The remaining Token is his Objective. The Sentry player deploys his models first. After he is finished, the Intruder will deploy his models within 6” of his table edge.

If a model is moved into Impassible Ground it is immediately removed as a Wounded model and counts toward all Rout Checks normally. If a model has the Ranger Trait and lands in Impassible Terrain, it is reduced to Difficult Terrain normally.

The Sentry player‟s models are spread out to cover a wide area. To represent this, the Sentry player may only deploy up to half of his total number of models in his Force, rounded down. The remainder will be deployed as reenforcements over subsequent Turns.

 After all models using Aerial Deployment are in their final positions, the game will proceed with the first Turn.



 At the start of the SitRep phase of Turn 2, the Sentry player can check for his re-enforcements. Both players make a Random Check. The result is the number of the Sentry player‟s rereenforcements that may be deployed anywhere on his table edge no closer than 6” to each other and within 2” of his table edge.

Starting the Game The Intruding player starts the first Turn with the Edge. The Sentry player has the Break.

Winning the Game

While off the table waiting to arrive, a Sentry‟s Force does not count against his Rout Checks as Wounded models do.

If the Intruding player has any Ready models within 2” of the Objective by the end of a Turn and no Ready Sentry models are within this distance, the Intruder wins the game.

However, the Sentry player makes Rout Checks based on the actual number of his models on the board, not the total number on his Force. This is a special exception to the normal Rout Check rules.

If the Intruding player fails a Rout Check then the Sentry wins. If the Sentry player fails a Rout Check the Intruder wins. If both players fail a Rout Check in the same Turn, the game is a draw.

 Any models with Concealment from Terrain on the Sentry player‟s Force may start the game in  Ambush. If the Sentry Player‟s Commander is not deployed on the field, then treat it as usual for Strategy Checks without a Commander.



RECON MISSION Objective Your Battle Force has been assigned to scout the border of the enemy territory and infiltrate their picket line. While doing so, you you stumble on an enemy force doing pretty much the same thing. Battle ensues.

edge. This is his Deployment Deployment Zone.  Any models with Concealment from Terrain on the Sentry player‟s Force may start the game in  Ambush.

Starting the Game The Intruding player starts the first Turn with the Edge. The Sentry player has the Break.


Winning the Game

Each player has the same number of Supply Points decided upon beforehand.

If the Intruder fails a Rout Check, then the Sentry wins. If the Sentry fails a Rout Check, then the Intruder wins. wins. If both players fail a Rout Check in the same turn, then the game is a draw.

Deployment The Sentry player chooses which table edge he will deploy from. The Intruding player deploys from the opposite table edge.

Each Ready enemy model in a player‟s Deployment Zone counts as a Wounded model for purposes of the Rout Check opposed roll. This adds to the amount of current Wounded models from the player‟s Force. It may cause cause a Rout Check even if the player‟s Force has no actual Wounded models.

The Sentry player deploys all of his models first within 8” of his table edge. This is his Deployment Zone. The Intruder then deploys within 8” of his table







Objective Something of value has been lost in the region. Your Force was assigned to find it and get it back to friendly territory. Unfortunately, opposing forces are looking for the same thing.

While Brink of Battle is designed for one off games or tournament play, it is also very suitable for running a narrative campaign.

Forces Campaign games follow the progress of each Battle Force as it encounters victory or defeat over a predetermined number of games. The models in a Campaign force suffer injuries and gain experience as results of their exploits. Better equipment can be purchased and new troops can be added to increase the size and effectiveness of your warriors.

Each player has the same number of Supply Points decided upon beforehand.

Special Rules This Mission uses the Objective Markers special rule.

Deployment Campaign games give a Force character and a story that adds to the enjoyment of play. Having arch rivals that you contend with over a series of battles enhances the drama played out in miniature. Knowing that Sir Goeffrey the Mad gave your best Veteran, Dirty Karl, a Cranial Fracture last game, makes the pay back that much sweeter!

The Sentry player chooses which side of the table he will Deploy from. Then both players will place the Objective Markers as described in that section. Once Objective Markers have been placed the Sentry player deploys his entire force within 6” of of his table edge. Then the Intruding player deploys all of his models within 6” of the opposite table edge.  Any models with Concealment from Terrain on the Sentry player‟s force may start the game in  Ambush.

 After a number of batt les, the player whose force has the highest Valor Rating wins the campaign and can proudly gloat over his rivals. Until next time! What follows are the additional rules needed to incorporate Campaign games into Brink of Battle.

Starting the Game The Intruding player starts the first Turn with the Edge. The Sentry player has the Break.

Campaign Victory

Winning the Game

Before a Campaign is started, the players should agree to a Victory Condition for that campaign.

If the Intruder fails a Rout Check, then the Sentry wins. If the Sentry fails a Rout Check, then the Invader wins. If both players fail a Rout Check in the same turn, then the game is a draw.

Campaign Victory Conditions can vary based on the creativity of the players, but the following are standard conditions that can be chosen: 

 Also the special win condition of the Objective Markers special rules.


Number of Game Rounds  –  The players can pick a fixed number of


Campaign Setting

Game Rounds that they will play before ending the Campaign and determining a winner. Once the players have all finished the final round of gaming, they calculate their Forces‟ Valor Ratings. Highest rating wins the Campaign.

This is the same as for regular one off games of Brink of Battle. Players agree to a specific year within one of the three Periods of history. All games in the Campaign are fought in that year.

Players should decide before hand how many game rounds will be played. There is no magic formula for this; the more rounds the longer the Campaign.

Players should also define the geographic boundaries of the Campaign. If they want to include or restrict certain regions and therefore Battle Forces, this should be done well before the Campaign begins.

 A game round is a number of games being played at the same time. If there are 6 players, then 3 games with 2 players each makes up one game round, etc.

Building Your Campaign Force Campaign games will use a build of 500 Supply Points per player. All normal rules for building a Battle Force apply.

Players that are the odd man out have a Bye for that game round. They lose and gain nothing. They do go through ReSupply normally.

The Force Organization type will provide all build parameters for that Force through the Campaign. Players may not change their Force Organization. They will use its parameters until the end of the Campaign, or until they choose to retire the Battle Force and start a new one.

Once all Game Rounds have been completed, tally final Valor Ratings and determine the winner. 

If players agree to start with more Supply Points they may do so. All normal Force build restrictions still apply.

Target Valor Rating  –  The players can select a target battle force Valor Rating. The first player whose force reaches this number wins the Campaign. Usually, this would be an amount predetermined by all players, such as 250 Points over the starting Supply Point level for the Campaign. A 500 SP Campaign would end when a player‟s Force Valor Rating reached 750.

If a player retires his Force, for whatever reason, he may start a new one. He must begin from the starting SP total for that Campaign.

For example, Alan has a Battle Force that suffers several defeats and loses several fighters. He realizes that the group may not survive another battle, so he declares that he‟s retiring his Force. He then decides to build a new Force and re-enter the Campaign. The starting Supply Point total is 500, so he builds his new Force to this amount even though the other players have higher point values for their Forces.

This method doesn‟t restrict or fix the number of games played, and can take longer to finish. While those are the two most common methods of Campaigning, they are certainly not the only methods. Future Brink of Battle publications will expand on some of the other types of Campaign games that can be played.



 Valor Rating

From there the players are free to make any additional purchases of models or Gear, and spend Experience Points for advances on their models‟ Profiles if so desired.

Campaign games differ from stand alone games in that after the initial battle, a Force will begin to take on a shape of its own. As will be explained hereafter, surviving models gain Experience Points which reflect what lessons they learned through the fight and also additional practice or training they receive afterward.

 TRAUMA CHECKS In the After Action Report during the Trauma Checks step, each player will need to see if his Wounded models were seriously injured, captured, or killed when they were taken out of play during the battle.

Each Force will receive further support from its supply chain, which is represented by Re-Supply Points. These can be used to replace or add new models to the Force and upgrade Gear for existing models.

The Intruding Player makes the Trauma Checks against the Sentry player‟s Wounded models, and vice versa.

The Valor Rating of each Battle Force represents its overall competency in the art of combat. It represents the size, skill, and equipment of the Force as well as its overall reputation and prowess.

The Intruder picks a Wounded model from the Sentry player‟s Force and makes a Trauma Base Check. The Sentry player makes a CON Check using the modified CON of that model to do so. Only Traits that modify CON for Trauma Checks may be used for this purpose.

To calculate a Force‟s Valor Rating, add up the cost of each model‟s Ratings, Traits, and Gear. The total sum is the Force‟s Valor Rating.

Compare the results. If the Trauma Check is less than the CON Check result, then the model was only slightly injured and suffers no other effect. He has survived the battle and may return to fight another day.

Do not add unspent Experience for models as that does not count until those points are spent on Ratings increases or additional Traits. Once spent, the cost of the model increases accordingly.

If the Trauma Check result equals or exceeds the CON Check result, then something more significant has happened to the model. Consult the Trauma Check Results Table to see what affect is inflicted upon it.

 After Action Report Once a battle has concluded, both players enter the After Action Report. At this point they determine who Won or Lost the battle, or whether it was a Draw.

Compare the amount the Trauma Check succeeded by to get the final injury or mishap. The result becomes a Permanent Injury and goes on the model‟s Roster entry.

They then make Trauma Checks for all Wounded models, as explained in the section on Trauma below.

Permanent Injuries

Then, any surviving models will add their Experience Points earned in the game to any they already have.

When a Permanent Injury is suffered, the model may have a reduction of one or more of his Ratings, and possibly some other effect that will stay with him from game to game.

Finally, both players will calculate the amount of Re-Supply Points they are entitled to receive.


BRINK OF BATTLE Each Trauma Result will specify what lasting impact the wound has had on the model.

will need to purchase another mount if it wants to continue with that option.

Permanent Disability

 Trauma Check Result Table

If a model with an existing Permanent Injury suffers the exact same injury in a subsequent  After Action Report, then the model is seriously Disabled from his afflictions and is no longer fit to serve on the Battle Force. He is removed from the roster with all of his Gear.




Missing in Action


Horrors of War


Shattered Limb


Mangled Flesh

 Also, if a model has one or more of his Ratings reduced to zero as a result of Injuries, the model is Disabled and removed from the roster.


Crushed Spine


Internal Bleeding


Cranial Fracture

Check for all Wounded Models


Sucking Chest Wound


Arterial Spray

The players will continue to resolve the Trauma Checks for each of the Sentry player‟s Wounded models.


Mortally Wounded


Once this has been completed, the Sentry player will make the Trauma Checks for the Intruder‟s Wounded models.

Missing In Action – During the fight this model was knocked unconscious and wakes up in enemy custody.

 After all Trauma Checks have been made for both players‟ Wounded models, they may proceed to the Re-Supply step.

The opposing player can dispose of the MIA model in one of three ways: 1. He can kill the model and take its Gear to add to his Force‟s Roster.

Non-permanent Results

2. He can turn the captive over to his superiors for interrogation, whereby his Force will receive 25% (rounded down) of the model‟s Supply Points as a reward. The captive model is sent up with all of his Gear; the capturing Force does not keep any of his Gear.

If a Missing in Action result occurs and a model is traded back to his force, he will count for calculating Re-Supply Points. A subsequent MIA result does not remove the model from the force as do additional injuries of the same type.

 Wounded Mounts

3. He can trade the captive for one of his own models that is MIA, as agreed upon by both players.

If a Cavalry model is Wounded, the opposing player must make a Trauma Check for the Rider and a separate Trauma Check for the Horse or War Horse mount.

The decision can be made once all Trauma Checks have been resolved, in order to see if any of the opposing player‟s models are up for trade as well.

If the Trauma Check for the Mount would result in a MIA or Permanent Injury result, it is Mortally Wounded and removed from play along with any Barding or Saddle Bags that it had. The Rider


BRINK OF BATTLE Horrors of War  –  A model with this result has suffered severe emotional trauma from seeing others die horribly in combat, as well as becoming wounded himself.

survived but has been left with a severe impairment to his reaction and response time in battle. This model has been left with residual discomfort and slowed reaction time. As a result, he may no longer execute Break Actions in subsequent games.

 Additionally, if this model becomes Broken in subsequent battles, he is not allowed to execute a Steady Action and will continue to flee the field. The Horrors of War have overcome him. If a model with this Trauma has the Stubborn Trait as well, he will automatically recover from being Broken as he does not have to execute an actual Steady Action.

Internal Bleeding – When this model was hit in battle a major blood vessel was severed resulting in massive internal bleeding. The hemorrhaging was finally stopped, but the model has never been quite the same as he was prior to this terrible injury.

Shattered Limb  –  This model has received a severe injury to one of its arms or legs. It will never gain the proper use of the appendage again, and his ability to move or fight will also be permanently diminished.

Due to his physical impairment, his Base Damage in Close combat is figured at CON/2 instead of his full CON Rating. Cranial Fracture  –  A grisly exchange of kinetic energy left this model with a fractured head bone. The extent of the damage to this model‟s brain and skull was sufficient to cause lasting trauma but not enough to kill him outright.

Both players make a Random Check. If the result is even  then the model has a Shattered Leg. If the result is odd   then the model has a Shattered Arm.  A model with a Shattered Leg will also be permanently subject to the Heavy Trait. (Note, this does not count for Encumbrance, as that only applies to Gear.)

This model has suffered brain damage as a result of his injury. As a side effect of this severe brain damage, the model loses one Trait of the owning player‟s choice. The Commander Trait may not be removed unless it is the only Trait the model has.

 A model with a Shattered Arm cannot use Gear that has the 2-hands or Shield Traits. He may not use the Two Weapon Fighting Trait either.

Stackable Traits are only reduced by a single level. So a +3 becomes a +2, a +2 becomes a +1 and a +1 stackable Trait is lost entirely.

 A model that suffers two Shattered Limb results will become disabled even if one is a leg and the other an arm. He is so smashed up that he becomes a liability to his team.

Sucking Chest Wound  –  This model was struck square in the breast bone by his assailant‟s attack. The gurgling gore was sure to signal this soldier‟s end. By some strange fate he received enough treatment to recover from this massive brush with death. However, such was the degree of injury that his resistance to future injury has been seriously compromised.

Mangled Flesh  –  A severe amount of tissue damage has diminished this model‟s effectiveness at executing physical tasks. Permanently reduce this model‟s CBT Rating by -1 point. Crushed Spine  –  A terrible crushing injury has impacted the model‟s spine, leaking fluid and crushing vertebrae. Miraculously the model

 All subsequent Resistance Checks made by this model are at CON/2 instead of his full Rating.  Armor Ratings are applied norm ally.


BRINK OF BATTLE Arterial Spray  –  When the enemy attack connected with this model, it ripped open a major artery resulting in vigorous and multidirectional gout of bloody spray which covered anyone within reach.

EXPERIENCE Surviving models will earn Experience Points that can be used to purchase Ratings increases and additional Traits. Experience Points are abbreviated EXP on the model‟s profile.

This model‟s CBT, CMD, and CON Ratings are each permanently reduced by -1 point.

Models accumulate EXP which is recorded on their Force Roster. EXP can be saved from game to game or spent to increase a Rating or purchase a Trait.

Mortally Wounded  –  During the battle this model was turned into a ruptured bag of wet meat sauce. His body was lost on the field, as well as all his Gear. Remove the model and his Gear from your Force Roster. He is dead.

Earning Experience EXP is earned in several ways. It is important to keep track during play, and to add all EXP to a model‟s existing amount.

His buddies will later, sing a dirge, make a toast, and grieve with a hooker….

Losing a Commander Sometimes a player‟s Commander will suffer a Mortal Wound, become Disabled by two of the same Permanent Injuries, or be lost from being MIA. When this occurs, remove the Commander and his Gear from the Force Roster.

During play a model earns 1 EXP when his  Attack or Counter- Attack or Mount‟s Trample  Attack results in a Wounded result on an enemy model. This happens each time a model Wounds an enemy model. If an enemy model becomes Wounded as an indirect result of a model‟s Attack, no EXP is earned. The Wounded result must come from an Attack directly, for it to count.

If a player loses his Commander, he must promote one of his Veterans to the position of Commander. To do this, the player takes the Veteran with the highest CMD Rating and promotes it to Commander. The model becomes a Commander model in all respects. If the model does not have the Commander Trait, he gets it for free. If this would cause him to have more Traits than his CMD Rating will allow, drop another Trait to accommodate the Commander Trait. If there are Veterans with the same highest CMD Rating, the player may choose which one he promotes.

For example, if a model makes an Attack that Shocked the target who was standing within 1” of the edge of an elevated position, and that Shocked model fell 5” and became Wounded, the injury was indirect. No EXP would be earned by the Attacker.  Any models that survive the battle earn +1 EXP each. Even if the model suffered a Permanent Injury as a result of a failed Trauma Check, it still receives +1 EXP as long as the Trauma Check result was not Mortally Wounded. Models that are MIA and are subsequently killed or sent for interrogation are not eligible to earn EXP. They are also removed from the Roster and are no longer in the Force.

If the force has no Veterans, then promote whichever Trooper has the highest CMD Rating. If there is a tie, treat it as above for Veterans.

 All models in the Force receive +1 EXP if they Win a battle. No points are awarded for Draw or Loss results.



 A Commander gains +1 EXP if he sends an opponent‟s MIA model up for interrogation.

Maximum Traits The Battle Force Organization table shows the maximum number of Traits a model of each type may have when built. This maximum applies only when a model is first created.

Underdogs  At the start of each game players compare the Valor Ratings of their Battle Forces. The Force with the lower Rating is known as the Underdog.

Once a model has been through its first battle, this maximum changes. A model may have as many individual Traits as its CMD Rating. Stackable Traits count as a single Trait for this purpose.

If the Underdogs win the game, the models on that Force gain +1 EXP each, in addition to the other EXP listed above. They have gained valuable insight on how to beat a superior enemy.

Players may spend their models‟ EXP to do on e of two things: increase a Rating or purchase a Trait.

For example, a Veteran may start the game with up to 2 Traits. Once he has survived his first battle, this maximum becomes his CMD Rating. In this case the model has a CMD of 4. So through the use of his EXP in subsequent sessions, he may acquire up to 2 additional Traits.

EXP can only be spent between games, never during. Also, a model can only use its accumulated EXP to purchase advances on its own behalf.

If a model‟s CMD Rating is below the number of Traits he started play with, the player must drop enough Traits to bring him into compliance with the CMD Rating maximum.

Spending Experience Points

 A player may only increase a Rating by one point per model or purchase one Trait per model between games, not do both. Any models with sufficient EXP to make such purchases are allowed to do so. To increase a Rating, consult the Rating Increase chart and pay the cost for the next higher Rating for that model. To purchase a Trait just spend a number of EXP equal to the Supply Point cost of the Trait in question. Add this Trait to the model‟s Roster.  All normal restrictions on Trait purchase by Period apply.

If a model loses CMD Rating points because of Trauma, the controlling player must drop enough Traits to bring him into compliance with this rule.

Maximum Ratings  All models must comply with the maximum Rating limit set forth by their model type. Commander models max out at 7, Veterans at 6, and Troops at 5.

Re-Supply Points The last stage of the After Action Report is ReSupply. Attrition from battle can greatly change the size and effectiveness of a Force. As it returns from combat, a Battle Force may receive additional support from its chain of command, exchange the spoils of war for rations and supplies, and hire or be assigned new replacements for fallen comrades.

Stackable Traits may also be increased by one point up to their maximum bonus. Spend the difference in points between the existing level and the desired level. Only one level of a Stackable Trait may be purchased between games. This counts as the purchase of a Trait.



 Victory Bonus

Once all Trauma Checks have been resolved, and the players have removed any Mortally Wounded, Disabled, or MIA models from their rosters, they may calculate Re-Supply Points.

Count the number of remaining models on the Roster and consult the Re-Supply Points table. The number of Re-Supply points is added to any remaining Supply Points left over from initial Force building. For all purposes, Supply Points and Re-Supply Points are the same thing. The only difference is when they are received, whether before or after a battle.

To the victor go the spoils! After consulting the Re-Supply Point table, players will add additional points for victory.

Models in Force

ReSupply Points































18 Re-Supply Points reflect the cost of provisions, shelter, and maintenance 19 for the models in a Force. 20  Additionally, it represents the „currency‟ of the Force within its supply chain; will the group‟s higher command structure approve more materiel and troops to fortify the team? Will the size of the group require too much to provision, that its remaining resources are diminished? And so forth.

54 57

If a player won, he adds +15 RSP‟s to his total. If the game was a Draw, both players add +5 RSP‟s to their totals. The Losing player receives additional points. Loser.


Spending Re-Supply Points

Players may spend Re-Supply Points to purchase Gear for existing models. They may only purchase Gear appropriate to their Period, and may not have more Gear than their Encumbrance will allow.


Models may not purchase new Traits for existing models, as this is done with EXP.

Once Re-Supply Points have been calculated, players may spend them normally to purchase new models and Gear.

Players are not obligated to spend any ReSupply Points. They may instead add them to any remaining SP‟s and log them in the „Bank‟ section of the Force Roster.



Selling Gear

Secondly, the type of model must first be determined. Only Veterans and Troopers may be added. If the Force already has its maximum number of Veterans, then only Troopers can be added. Veterans promoted to Commander open up their Veteran slot so another Veteran can be hired in his place if desired.

 A player may remove Gear from a model and „sell‟ it for half its SP cost rounded down.  Alternately, a player may store the discarded Gear on his Force‟s roster under the Group Gear section.

Finally, the minimums and maximums for each type of Force Organization must be applied at all times. If a player wants to exceed his maximum number of models for his Force Organization type, he cannot, but must retire an appropriate number of models from his Force instead before he can add new models.

Reallocation of Gear Between battles, during the After Action Report, a player may reallocate any Gear between his models as he deems appropriate. Any Gear with restrictions as to what type of model may have it remain in force.

To retire a model, remove it from the Force roster with all of its Gear. Subtract its SP value from the Valor Rating of the Force.

 A player may also remove Gear and put it in the Group Gear section on the Force Roster. This Gear may remain here until it is reallocated to another model.

 Wrap Up

Hiring New Models

Once all parts of the After Action Report have been completed players are ready to take their Forces into battle once more…

Players may also spend Re-Supply Points to hire new models to add to their Forces. This process uses all normal rules for creating a new model as when first building a Force. Several additional rules apply. First, if the model or models being added to the Force do not conform to the Battle Force Theme, then the player loses the additional SP‟s that were granted.



Index 2-Hands, 79 A

Active, Ready, & Shocked, 12 Aerial Deployment, 115 After Action Report, 114, 122 Ambush, 31, 118 Area Burst, 79 Area Terrain, 35 Armor And Shields, 100 Armor Rating, 21, 100 At Risk, 61 Attack Step, 44 B

Barding, 102 Base Checks, 9 Base Close Combat Attacks, 20 Base Damage, 21, 50, 89 Base Shapes, 11 Base Sizes, 11 Basing Models, 10 Battle Force Organization Table, 16 Battle Force Themes, 17 Battle Forces, 5 Battlefield Psychology, 67 Bayonet, 79 Beast Handler, 73 Belay Order, 73 Berserker, 73 Black Powder, 82 Body Proper, 46 Body Proper For Cavalry & Crew, 47 Bombs Away!, 77 Bravado, 73 Broken Models, 24, 71 Brutal, 80 Buckler, 80, 101 Building Your Battle Force, 15 Burly, 73 Bushwhacker, 73 C

C3  –  Combat, Command, & Constitution, 19 Camouflage Uniform, 105 Campaign Games, 120 Cavalry, 106 Cavalry Combat, 107

Charge, 32 Charge Action Movement, 59 Checks From Traits, 68 Climb, 31, 39, 109 Climbing Rig, 102 Close Combat Attack & Defense Ratings, 59 Close Combat Base Weapon Damage, 62 Combat Actions, 14, 30, 31, 32 Combat Actions, 44 Combat Hand Signs, 73 Combat Rating, 19 Combined, 80 Command Rating, 19 Commander, 73 Commanders, 18 Commando, 78 Concealment, 51 Concussion, 80 Constitution Rating, 19 Consult The Oracle, 104 Counter-Attacks, 62 Counting Crew For Outnumbering, 14 Cover, 51 Cover Adjustment, 52 Cover Bonus, 52 Crew, 80 Crew Base Size, 13 Crew Models, 12 Crew Profiles, 13 Cuirassier, 77 Cumbersome, 84 D

Damage Bonus, 45 Damage Check, 45 Declaration Of Close Combat Attacks, 59 Declaring Actions, 29 Defending Against Ranged Attacks, 51 Detecting Ambush, 38 Determine Injury Results, 45 Dice, 7 Difficulty Checks, 9 Directed Burst, 80 Dirty Bastard, 74 Disengage, 32, 58 Disengage Action, 63


Disengaging From Close Combat, 63 Diving Charge, 66 Dogs And Handlers, 111 Dogs Of War, 111 Dragoon, 78 Drilled, 74 Dud, 84 E

Effective Range/Weapon Reach, 89 Endurance, 76 Engaged, 59 Engaged With Multiple Opponents, 62 Entangle, 81 Equestrian, 74 Equipment, 102 Executing Actions, 30 Experience, 125 Extra Ammo, 104 Extra Rations, 102 F

Falling, 41 Fanning, 78 Fatigue, 81 Fighting From Elevated Positions, 66 Fighting With Two Weapons, 65 Firearm, 81 Fixed, 83 Flail, 83 Flamethrower, 83 Force Organization Type, 16 Forfeiting An Action, 30 Fumble, 84 G

Game Overview, 3 Game Size, 15 Gaming Standards, 6 Gear, 21 Gear, 88 Gear Encumbrance, 21 Gear Traits, 78 Generate Tactical Pools, 26 Grenade, 84 Gung Ho!, 74 Gunslinger, 78

BRINK OF BATTLE Gunsmith, 78 Gutshot, 74 H

Hardened, 74 Hawk-Eye, 74 Heavy, 84 Heavy Armor, 100 Helmet, 101 High Explosive, 86 High Velocity, 83 Hi-Pen, 84 Holdout, 78 Horse Archer, 77, 78 Horse Damage Check Results, 109 Horse Profiles, 107 Horses And Their Riders, 106 Hunter, 74 Hustle, 31, 107, 111, 115 I

Impact, 84 Impassible Ground, 34 Impressive Outfit, 103 Improved Black Powder, 104 Improvised, 84 Infiltrator, 74 Injured Defenders, 62 Inspiring, 74 Intense Blast, 84 Intruders And Sentries, 114 J

Jump, 31, 40, 109, 112 Jump Action, 40 Jump Checks, 41 K

Knife Fighter, 75 Knight, 77 Kung Fu, 75 L

Labels, 6 Ladders, Ropes, Nets, 33 Laser Sight, 105 Light, 85 Light Armor, 100 Limited Ammunition, 84 Limited Range, 84 Line Of Sight, 46 Line Of Sight, 46

Line Of Sight Through Area Terrain, 36 Long Range Maximum Distance, 49 Long Range Penalty, 50 Longarm, 85 Low Impact, 85 Lucky Bugger, 75 Lucky Totem, 103 M

Making The Weapon Check, 56 Man-At-Arms, 75 Maneuver & Terrain, 32 Maneuvering Through Difficult Ground, 34 Maneuvering Through Open Ground, 33 Marksman, 75 Master Strategist, 75 Maximum Number Of War Dogs, 111 Maximum Ratings, 20 Medium Armor, 100 Missions, 113 Mobile Cover, 85 Mobile Fire, 31, 32, 53 Model Types, 18 Models, 10 Modified Ratings, 20 Mountaineer, 75 Mounted Charge, 85 Move, 31, 107, 111, 115 Move Actions, 37 Movement And Other Models, 36 Movement Penalty, 51 Moving Models, 9 Multiple Rout Checks, 23 Musket Rest, 104 Myrmidon, 77 N

 Noch Weiter!, 75  Number Of Close Combat Attacks, 58  Number Of Figures Per Base, 11 O

Objective Markers, 114 Obstacles, 34 Old Soldier, 75 Open Ground, 33 Open Shot, 85 Opposed Rolls, 9


Order Actions, 26 Orders Phase, 25 Outnumbered In Close Combat, 70 Outnumbered Panic Check, 70 P

Panic, 68 Panic From Being Outnumbered, 70 Panic From Losses, 68 Paratrooper, 78 Penetrating, 82, 83 Period 1  –  Ancient/Medieval, 4 Period 1 Ancient/Medieval Traits, 76 Period 2  –  Early Modern, 4 Period 2 Early Modern Traits, 77 Period 3  –  Modern, 4 Period 3 Modern Traits, 78 Permanent Disability, 123 Piercing, 85 Player Briefing, 2 Point Blank Shooting, 56 Position And Condition, 12 Pre-Measurement, 7 Press The Attack, 75 Primary And Secondary Players, 28 Primary Player/, 7 Profile Traits, 72 Psychology Checks, 68 R

Raid Mission, 116 Random Checks, 9, 24 Random Movement, 24 Random Movement And Terrain, 24 Range, 48 Range, 46 Ranged Attack & Defense Ratings, 49 Ranged Combat, 49 Ranged Combat Actions, 53 Ranged Combat Modifiers, 50 Ranged Weapon Profiles, 49 Ranged Weapons In Close Combat, 66 Ranger, 76 Rapid Fire, 85 Rapid Reload, 76 Rate Of Fire, 50 Rate Of Fire/Attacks, 89

BRINK OF BATTLE Rating, 7 Rating Equivalents, 19 Rating Modifiers, 8 Ratings, 19 Ratings, Traits, & Gear, 19 Recon Mission, 118 Recover Shocked Models, 24 Recovering From Panic, 71 Reduced Range, 86 Removing Smoke Tokens/Markers, 43 Re-Supply Points, 126 Retiarius, 77 Retrieval Mission, 120 Riding Horse, 103 Riposte, 85 Rocket, 85 Roll For Mission, 114 Rout & Psychology Checks, 22 Rout Checks, 22 Ruck Sack, 103 S

Saddle Bags, 103 Savage Aspect, 77 Scale, 10 Scatter, 86 Scope, 86, 105 Secondary Player, 7 Selective Ammo, 86 Setting, 15 Sharpshooter, 76 Shield, 86, 101 Shield Bash, 77 Shield-Wall, 77 Shocked Models, 12 Shocked Models And Falling, 42 Shooting From Elevated Positions, 55

Shooting Into Close Combat, 57 Sidearm, 87 Sidearms In Close Combat, 67 Signature Item, 103 Sitrep Phase, 22 Slow, 82, 87 Small, 87 Smoke, 87 Smoke, 42 Smoke Removal, 26 Sprinter, 76 Stalwart, 76 Stand & Fight, 31, 32, 58 Standard Actions, 31 Standing Fire, 31, 32, 53, 86, 89 Steady, 31, 39 Stealth, 76 Stoic, 76 Stormtrooper, 78 Strategy Check, 25 Strategy Check Results, 25 Strongarm, 77, 78 Stubborn, 76 Sturdy, 87

Trample Attack, 109 Trauma Checks, 122 Trauma Results, 123 Tripod, 88 Troops, 18 Turn Sequence, 22 Two Weapon Fighting, 76 Types Of Actions, 30 Types Of Armor And Shield, 100 Types Of Models, 10 U

Unreliable, 83 Unwieldy, 88 Using Crew Ratings, Traits, And Gear. See Crew Model V

Valor Rating, 122 Velocity, 83 Veterans, 18 Vicious, 88 Voluntary Rout, 113


Tactical Harness, 106 Tactician, 76 Take Aim, 31, 32, 53 Target Priority, 47 Terrain Classifications, 32 Terrain Types, 32 The Action Phase, 27 The Break, 28 The Edge, 28 The Edge And The Break, 26 Thrown, 87 Tracer Ammunition, 105 Traits, 21 Traits, 71



War Dog Profiles, 111 War Horse, 103 Weapon Checks, 55 Weapon Reach, 60 Weapon Traits, 22 Weapons, 89 What You See Is What You Get, 11 When To Check For Panic, 68 Winning And Losing, 113 Wounded Models, 12





Commander  1/20%








Belay Order



SP's 5

















Min5/Max15 Min3/Max10 Min7/Max20









Co mbat Hand Signs


Tw o Weapo n Fi ghti ng




Dirty Bastard






Hack & Slash




Horse Archer


Gung Ho!










Savage Aspect


Haw k-e ye


Sh ie ld B ash














































Climbing Rig 


Extra Rations

2/5 per model



3 or 5





P1 - Ancient/Medieval

P2 - Early Modern

Impressive Outfit


Knife Fighter

5/15/25 Bombs Away!


Lucky Totem


Kung Fu

7/18/30 Cuirassier


Ruck Sack 


Lu cky Bu gger

Signature Item



5/15/25 Gunsmith





5/15/25 Horse Archer



Consu lt th e Oracle


Extra Ammo


Im proved Black Powder


Musket Rest


Camou flage Uniform Extra Ammo

3 2/4/6

Laser Sight




 Tactical Harness


 Tracer Ammu nition



Drago on

Master Strategist





©Robert A. Faust 2012


Noch Weiter!


Bombs Away!


Old Soldier




Press the Attack








Rapid Reload












P3 - Modern


Horse  War Horse


20 30

These tables may be photocopied for personal use only.





1 / C / 2 Impact; Add 3 Sp for Flail Trait



SP's 5

15 / 2 / 2 2-Hands



1 / C / 2 Vicious



1 / C / 1



12 / 2 / 2 Piercing, Slow, 2-Hands


Great Bludgeon

2 / C / 3 2-Han ds, Fati gu e, Im pac t, Ad d 5 Sp fo r Fl ai l Tr ai t


Great Cleaver

2 / C / 3 2-Hands, Fatigue, Vicious


Great Sword

2 / C / 3 2-Hands



2 / C / 2 2-Hands, Entangle


Hand Crossbow

8 / 2 / 1 Sidearm, Small



6 / 1 / 2 Longarm


Heavy Crossbow

18 / 1 / 3 Piercing, Slow, 2-Hands


Improvised Weapon

1 / C / 0 Improvised

 Javeli ns

1 / C / 1 Thrown, Open Shot



0 / C / 0 Thrown, Small, Light


Kung Fu

1 / C / 1 Two Weapon Fighting


2 / C / 2 Mounted Charge, Unwieldy


n/a 15

Long Bow

18 / 2 / 3 2-Hands



1 / 1 / 0 Entangle, Thrown



3 / C / 2 2-Hands, Unwieldy


Short Bow

12 / 2 / 1 2-Hands



8 / 2 / 1 Slow, 2-Hands, Open Shot, Small



2 / C / 1 Foot-Thrown, Open Shot; Cavalry-Mounted Charge



2 / C / 1 2-hands



1 / C / 2 Riposte


 Thro wi ng Edge

1 / C / 1 Thrown, Small, Light



0 / C / 0 Low Impact






Light Armor



Medium Armor



Heavy Armor






Buckler, Shield






Large Shield


Heavy, Shield


 Tow er Shi eld


Mobil e Cover , Shield





3 or 5

Light Barding



Medium Barding



Heavy Barding


©Robert A. Faust 2012



These tables may be photocopied for personal use only.






 Arquebu s

12 / 1 / 4 Longarm



0 / C / 0 Bayonet



1 / C / 2 Impact; Add 3 Sp for Flail Trait



6 / 1 / 3 Longarm, Scatter



15 / 2 / 2 2-Hands



10 / 1 / 4 Longarm



1 / C / 2 Vicious



1 / C / 1



12 / 2 / 2 Piercing, Slow, 2-Hands


Flintlock Musket

15 / 2 / 4 Longarm, Bayonet


Flintlock Pistol

8 / 1 / 3 Sidearm, Small


Flintlock Rifle

18 / 2 / 4 Longarm, Bayonet


Great Bludgeon

2 / C / 3 2-Han ds, Fati gu e, Im pac t, Ad d 5 Sp f or Fl ai l Tr ai t


Great Cleaver

2 / C / 3 2-Hands, Fatigue, Vicious


Great Sword

2 / C / 3 2-Hands


Grenadoe Launcher

8 / 1 / 3 Longarm, Grenade(2)



2 / C / 2 2-Hands, Entangle


Hand Crossbow

8 / 2 / 1 Sidearm, Small


Hand Grenadoe

0 / 1 / 3 Grenade(2), Thrown, Small

Heavy Crossbow

18 / 1 / 3 Piercing, Slow, 2-Hands


0 / C / 0 Thrown, Small, Light

Kung Fu

1 / C / 1 Two Weapon Fighting


2 / C / 2 Mounted Charge, Unwieldy

5 15 1 n/a 15

Long Bow

18 / 2 / 3 2-Hands


Matchlock Musket

15 / 1 / 4 Longarm


Pike Short Bow

3 / C / 2 2-Hands, Unwieldy 12 / 2 / 1 2-Hands

12 3


8 / 2 / 1 Slow, 2-Hands, Open Shot, Small



2 / C / 1 Foot-Thrown, Open Shot; Cavalry-Mounted Charge



2 / C / 1 2-hands



1 / C / 2 Riposte


 Throw ing Edge

1 / C / 1 Thrown, Small, Light



0 / C / 0 Low Impact

 Wheel -lock Pistol

6 / 1 / 3 Sidearm, Small

©Robert A. Faust 2012

These tables may be photocopied for personal use only.

n/a 15

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