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[Black Powder] Mechanics Summary

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Seamus

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Jul 10, 2013, 2:01:24 AM7/10/13
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Mechanics Summary
By Mark Severin

GAME MECHANICS:

The Orders System:

Black Powder uses a gentlemanly orders system. To issue an order, the
player states the order. He then rolls 2D6 and compares this to the
leader’s rating. if the roll exceeds the rating the order has failed. If
successful the unit so ordered may be able to move once, twice or even
three times depending on the die roll. A player may only attempt to give
a unit one order per turn. Orders are expected to be “in a
straightforward, robust fashion without conditions or vagaries.” Units
can engages in melee and firing without orders. They need an order to
change formation or charge, however.

Rules may require more than one move to complete.

If a player rolls a double six when making a command check, a blunder has
occurred. If the overall commander blunders, no other units or commanders
may be issued orders that turn. Additionally, the player must consult the
blunder table to see what kind of blunder occurred.

Players may also issue brigade orders which apply to an entire brigade.
Under such orders, a group of units all move under one order. They must
be within 6” of each other and the commander tests as normal. Success
allows the entire group to move, failure means none may be given an order
this turn.
The test for successful adoption of orders is modified by distance and
formation though the list of modifiers is short.

Orders also include rally, “follow me” and initiative (allowing a unit to
act on its own).

Movement:

Movement rates for foot are 12” per move. Given that under the command
system a unit may, with a good leader and cooperative dice, move three
times on a single order, you can see that infantry can cover a lot of
ground on even a 6’ wide table in a single turn!

The movement orders are otherwise quite streamlined. There are few
details about wheels, obliques, etc. Interpenetration is allowed, as is
manhandling artillery. Formation changes require one complete move
(remember, a unit may have up to three in one turn).

Terrain effects are covered in a separate chapter.

Unit Ratings: Units in Black Powder each have several ratings. These are:
Hand-to-hand: The average value is about 6
Shooting: An average level is about 3
Morale: An average level is about 4 while 3+ is excellent, and 6+ is
awful
Stamina: The number of casualties needed to make a unit “shaken”
In addition units may have special capabilities/rules, such as “Crack” or
“Steady.”

Shooting:

In BP shooting is resolved by unit. A unit rolls one die for each point
of shooting rating. This may be modified by formation or unit size.
Shooters inflict a hit on a 4+. This hit number may also be modified by
terrain, cover, etc. For every hit scored, the target rolls a save
against its Morale. If any hits are scored place a casualty marker next
to the unit. The unit is automatically disordered. The unit become shaken
when it has as many casualty markers as its Stamina.

Artillery resolves fire in the same way except that range dictates how
many dice are rolled.
The rules go into some detail on shooting. They cover Enfilades,
skirmishers, a limited kind of opportunity fire, etc.

Melee:

In order to bring on a melee, a unit must charge the enemy - which
requires a specific order to do so. Once in contact, melee is resolved
almost identically to shooting. Each side rolls one die for each point of
Hand-to-hand rating. Large units roll more dice, and there are modifiers
for cover, formation, flanks etc.

Each side scores hits, then as with shooting, each side attempts to make
morale saves. Once hits are counted, a winner may be determined. Each
side counts the number of hits they inflicted, then adds in for
supporting units and terrain. the higher total wins (ties are a draw).
The losers make a break test, while winners have several options. They
may change formation or advance, or occupy the ground.

Morale:

BP uses morale in two ways. First, units save against hits using their
morale rating. Second, they must make “break tests” in certain situations
(after losing a melee, or taking lots of casualties for example). To
perform a Break test roll two dice. In general if you roll a 7 or more
the unit has passed. The lower the die roll the worse the result. On a
roll of 4 or less the unit breaks and is deemed destroyed.

Note that the rally order does not affect morale directly. A successful
rally removes a casualty marker. If the unit is over its Stamina rating
it remains “shaken.”

--
"I shall have you arrested. You ARE arrested! Go to your quarters, sir,
and BE ARRESTED!"
-Lord Cardigan, The Charge of the Light Brigade (film, 1968)
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