Microbunker - Skirmish and Tactical Ruleset
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CHAPTER 14

Quick Reference Sheet (QRS)

Quick Reference Sheet (QRS)

QUICK REFERENCE SHEET — PAGE 1

Master Sequence, Command, Maneuver, Terrain & Defensive Reactions


1.0 Master Turn Sequence of Play


2.0 Command Structure & Staff Pip Allocation

  • Command Radius (4-Tiers): Measured from any edge of Brigadier to regiment's center-front.
  • 0–6" (Bugle/Acoustic): 1 Pip, ignores impassable terrain.
  • 6–12" (Standard Courier): 1 Pip, must trace path around impassable terrain.
  • 12–24" (Distant Courier / Out of Command): 2 Pips, limited free moves, -1 Discipline.
  • >24" (Out of Communication): Cannot receive Pips at all.
Brigadier Rating Staff Pip Roll Standard (Free) Orders (In Radius) Staff Pip Special Menu (Cost: 1 Pip, or 2 Pips if 12–24")
Aggressive / Brilliant 1D3 + 1 Pips (2–4) • Advance in Line (6") or Column (8") • Assault: 1 Pip/Reg, 2 Pips for contiguous line .
Reliable / Standard 1D3 Pips (1–3) • Change Formation / Wheel up to 45^\circ • Double-Time: +3.0" to advancing infantry .
Timid / Political 1D3 / 2 (Up) (1–2) • Hold Position & Fire in Phase 3 • Rally Line: Instantly remove 1 Disorder marker .
Division Commander +1 Bonus Pip / Turn • Limber or Unlimber Artillery Battery • Battery Focus: Combine up to 3 sections .
Attached Brigadier +1 Melee / +1 Disc. • Skirmish Screen Recall / Dress Ranks • Reserve Pip: Save for opponent's turn reactions .
Preparatory Order N/A • (Hoarding) • Save 1 Pip at turn end for next turn .
Oblique (Sidestep) 0 Pips • Free Lateral Move • Move 3" sideways to close gaps in line .
Open Order (1864+) 1 Pip/Reg • Free Pivot 360 • +1 Cover Save; 6" Open/5" Woods; Auto-loses Melee .
Wave Assault (Mass) 2 Pips N/A • Stack 2+ reg; Rear pushes thru stalled front; No Shooting .

3.0 Master Formations, Movement Rates & Terrain Penalties

Unit Type & Formation Open Ground Woods / Rough Road / Trail Obstacle Crossing Formation / Tactical Characteristics
Infantry Line of Battle 6.0" 4.0" 6.0" -2.0" Full firing pool (1D6/stand); max 45^\circ wheel; baseline line .
Infantry Open Order 6.0" 5.0" 6.0" -0.0" +1 Cover Save; -1 To Hit; Auto-loses Melee .
Infantry Assault Column 8.0" 5.0" 9.0" -2.0" Front rank only fires (2D6); +1 Melee; -1 save vs. Canister .
Infantry Road Column 10.0" 6.0" 12.0" -1.0" Rapid road march; cannot fire/charge; -2 saves if attacked .
Mounted Cavalry (Line) 9.0" 5.0" 14.0" -3.0" +1 Shock vs. open infantry; 12.0" charge; pistol/carbine <= 6.0"" .
Dismounted Cav Skirmish 5.0" 4.0" 6.0" -1.0" 1 in 4 Horse Holder deduction; counts as Light Cover in open .
Artillery (Limbered) 8.0" 3.0" 12.0" -4.0" Cannot fire; takes full turn to unlimber (Horse Art: half-move) .
Artillery (Prolonge / Hand) 2.0" 0.0" 2.0" Impassable May pivot up to 45^\circ and fire in same turn .
  • Terrain LOS Limits: Dense Woods (Blocks >3"); Cornfields (Blocks >4"); Orchards (Blocks >6"); Reverse Slopes (Dead Ground, Blocks all LOS from lower ground, ).

4.0 The 5 Defensive Reaction Windows

Reaction Name Primary Trigger Cost / Requirement Tactical & Combat Resolution
1. Closing Volley Enemy charges within 4.0" Free (Undisordered & Unsmoked) Point-blank volley (1D6/stand). If 1+ hit or Nat 6.0" (Disorder), charger rolls Discipline Check (4+) or stalls 2.0" away Disordered. Place Smoke.
2. Opportunity Fire Enemy crosses arc (<8.0") Free (Unengaged & Unsmoked) Pauses enemy move mid-stride; fires full volley; places Smoke; firer is marked as fired for next turn.
3. Skirmish Evade Formed enemy closes within 6.0" Free Screen makes immediate 4"–6" escape move through friendly lines without disordering parent unit. If they do not evade, they are automatically Overrun and Destroyed.
4. Refuse Flank Enemy enters flank (45^\circ–90^\circ) 1 Reserved Pip (or 4+ Check) Outer 1–2 stands wheel 45^\circ back; cancels enemy +1 enfilade to-hit and +2 flank melee shock bonuses.
5. Counter-Charge Enemy declares charge in open 1 Reserved Pip (Rebel Yell/Cav) Defender surges 2"–3" forward; negates attacker charge momentum/downhill; applies +1 shock trait.

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QUICK REFERENCE SHEET — PAGE 2

Combat, Gunsmoke, Opposed Melee, Morale & Casualties


1.0 Master Ranged Weapon Profiles Matrix

Firing Eligibility: Must have chosen "Hold Position" in Phase 2 (Units that Advanced/Double-Timed cannot fire). 45^\circ forward arc. Friendly Fire: Cannot fire through formed friendly lines. May fire through friendly Skirmish Screens at -1 ext{ To-Hit}. Artillery Overhead Fire: Level 1+ artillery may fire Shell/Solid over Level 0 friendlies IF friendly is >6 ext{"} from muzzle AND >4 ext{"} from target. No Canister overhead. Dice Pool: Roll 1D6 per stand firing in front rank (Artillery: 2D6 per section stand).

Suppression Rule: A Natural 6.0" (at 0–6") or Two 6s (at >6") acts as a Shock Trigger. Defender must pass a Discipline Save or take a Disorder Marker. Modifiers: Fresh (+1), Cover (+1), Spent (-1), Crossfire (-1) .

Weapon Classification Point-Blank (0"-4.0") (Art: Double Canister) Medium (4.1"-8.0") (Art: Std Canister) Long (8.1"-16.0") (Art: Shell/Solid) Special Weapon Trait & Tactical Rules
Smoothbore Musket (.69 Buck & Ball) 4+ (2 Dice) 4+ (1 Die) — Buck & Ball: Devastating at point-blank; incapable of fire beyond 200 yards.
Rifled Musket (Springfield / Enfield) 4+ (1 Die) 4+ (1 Die) 5+ (1 Die) Universal Standard: Reliable, accurate firepower across all tactical bands.
Magazine Repeater (Spencer / Henry) 4+ (3 Dice) 5+ (1 Die) — Rapid Fire & Prone: 3 dice at PB. Skirmishers & Dismounted Cavalry gain Light Cover (5+) in open ground.
Single-Shot Breechloader (Sharps) 4+ (1 Die) 4+ (1 Die) 4+ (1 Die) Prone Reload: No long-range penalty. Skirmishers & Dismounted Cavalry gain Light Cover (5+) in open ground.
12-pdr Napoleon (Smoothbore Gun) 2+ (3 Dice, No Saves) 3+ (2 Dice, 4.1"-10") 4+ (>10") Canister Monster: Double canister ignores light cover saves at Point-Blank.
3-inch Ordnance / 10-pdr Parrott 3+ (3 Dice, No Saves) 4+ (2 Dice, 4.1"-10") 4+ (>10") Precision Shell: High velocity; superior long-range counter-battery sniper.

2.0 Cover Saves, Casualties & Gunsmoke Rules

  • Cover Saves (Defender rolls 1D6 per hit taken):
  • Open Ground / Pasture: No Save (All hits count).
  • Light Cover (Fences, Woods, Cornfields, Orchards, Skirmishers): Saves on 5+.
  • Heavy Cover (Stone Walls, Earthworks, Sunken Roads, Masonry Farmsteads): Saves on 4+.
  • Casualty Stand Removal: Every 2 Unsaved Hits = Remove 1 Physical Stand (60–75 men). (Track 1 odd hit on micro-dice).
  • Plunging Fire & Overshoot: A Natural 6 rolled to-hit affects a secondary unit within 4.0" behind the target:
  • Infantry: 1 stray hit max.
  • Artillery (>8.0"): 1 automatic Unsaved Hit.
  • Artillery Canister (<8.0"): 1 stray hit for every Natural 6.
  • Gunsmoke Obscuration :
  • Place Smoke Marker against front base of stationary firing unit. Line of sight through/out of smoke beyond 6.0" suffers -1 to-hit.
  • Exception: Skirmishers & Dismounted Cavalry do NOT produce smoke markers.
  • Point-blank fire (0–6") ignores smoke. Smoke is removed when the unit moves or spends a turn holding fire.

3.0 Opposed Melee / Shock Resolution (Phase 4)

\mathbf{Shock Score} = 1D6 + Engaged Stands + Tactical Modifiers

Tactical Shock Modifier Value Applied To Mandatory Condition
Fresh Regimental Health +1 Either >75% original stands remaining in unit .
Spent Regimental Health -1 Either <35% original stands remaining in unit .
Charging Momentum +1 Attacker Advanced >= 3.0" across open ground into contact .
Assault Column Formation +1 Attacker Formed 2 stands wide x 2+ deep .
Confederate Rebel Yell +1 Attacker Unit possesses Rebel Yell trait .
Open Order / Skirmish AUTO-LOSE Defender Open Order units instantly lose melee if charged .
Mounted Cavalry Shock +1 Cavalry Mounted charge against infantry in open ground .
Defending Heavy Fortifications +2 Defender Touching Stone Wall, Earthworks, or Sunken Road .
Defending Light Cover / Crest +1 Defender Touching Split-Rail Fence or deployed on Hill Crest .
Enfilade / Flank / Rear Contact +2 Attacker Contacted behind target's 90^\circ flank line .
Unit is Disordered -2 Either Unit possesses a Disorder Marker .
Brigadier General Attached +1 Either Brigadier attached to Color Stand .
  • Melee Outcome (Margin of Defeat):
  • Victor: Holds ground; takes 0 mandatory losses; makes free 2.0" consolidation move.
  • Margin 0 (Tie): Both take 1 Hit, gain Disorder, remain locked.
  • Margin 1 - 2 (Repulse): Loser takes 1 Hit, retreats 3.0" Disordered.
  • Margin 3 - 4 (Bloody Rout): Loser takes 1 Full Stand Loss (2 Hits), retreats 6.0" Disordered.
  • Margin 5+ (Overrun): Loser takes 2 Full Stand Losses (4 Hits), retreats 9.0" Disordered.
  • Double Disorder Clause: If Loser is already Disordered, take 1 extra Micro-Hit.

4.0 Discipline Checks, Morale & Brigade Faltering

  • Discipline Checks (1D6): Veteran (3+) | Regular (4+) | Green (5+) .
  • Regimental Shatter Threshold: Any regiment reduced to 1 stand remaining immediately shatters and is removed .
  • The Brigade Faltering Clock (Tracked via D6 on Brigadier Base, ):
  • Hesitant Threshold (30% Total Brigade Stands Lost): Cannot charge/assault; no double-time; -1 to all shooting dice; -1 to Discipline Checks.
  • Broken / Whipped Threshold (50% Total Brigade Stands Lost): Complete moral collapse; all units gain Disorder and must spend all future turns executing full moves (6") toward friendly table edge.

5.0 Leader Casualties & Historical Traits Reference

  • Leader Risk Trigger: If attached Brigadier's regiment suffers a stand loss or a natural 6.0" to-hit, roll 1D6 :
  • 1–3: Unhurt / Close Call.
  • 4: Lightly Wounded (-1 Staff Pip per turn).
  • 5: Severely Wounded / Captured (General removed; replacement uses Timid profile 1D3/2).
  • 6: Killed in Action (KIA) (General removed; unit gains instant Disorder; all remaining pips lost).
  • Army Traits:
  • Rebel Yell: +1 Melee when charging/counter-charging; forces enemy discipline check .
  • Iron Discipline: Ignores first natural 6.0" Disorder result each turn; rallies on 3+ .
  • Seen the Elephant: Must pass 5+ Discipline Check first time taking fire or become Disordered .
  • Steady: +1 to Discipline Checks from Closing Volleys; re-roll 1 failed cover save per game .
  • Bucktails / Sharpshooters: Re-roll 1 missed shooting die at Medium Range (6–14") .