Chapter 05 Image

05. RANGED COMBAT, WEAPONS, COVER & GUNSMOKE

"It was not a battle; it was a murder." — Major General Daniel Harvey Hill, 1862

1.0 Sequence of Ranged Combat & Firing Eligibility

2.0 The Stand-Based Dice Pool & Master Weapon Profiles


Master Small Arms Weapon Table

Weapon Classification Point-Blank Range (0" - 4.0") Medium Range (4.1" - 8.0") Long Range (8.1" - 16.0") Tactical Characteristics & Historical Notes
Smoothbore Musket (.69 Cal / Buck & Ball) 4+
(Roll 2 Dice per stand)
4+
(Roll 1 Die per stand)

(Out of Range)
Buck & Ball: Devastating shotgun-like effect at close range. Incapable of accurate fire beyond 200 yards.
Rifled Musket (Springfield / Enfield .58/.577) 4+
(Roll 1 Die per stand)
4+
(Roll 1 Die per stand)
5+
(Roll 1 Die per stand)
Universal Standard: Consistent, reliable firepower across all tactical distances up to 400 yards.
Single-Shot Breechloader (Sharps) 4+
(Roll 1 Die per stand)
4+
(Roll 1 Die per stand)
4+
(Roll 1 Die per stand)
Prone Reload: No long-range penalty. When deployed as Skirmishers or Dismounted Cavalry, they count as being in Light Cover (5+) even in open ground because they can reload while prone.
Double-Barreled Shotgun 4+
(Roll 3 Dice per stand)

(Out of Range)

(Out of Range)
Devastating Point-Blank: Used by partisan and militia cavalry. Extremely lethal up close but useless beyond 200 yards.
Whitworth Sniper Rifle 4+
(Roll 1 Die per stand)
4+
(Roll 1 Die per stand)
4+
(Roll 1 Die per stand)
Telescopic Sight: Range extends to an unprecedented 24.0". Ignores Light Cover saves. Only equipped by elite sharpshooter stands.
Magazine Repeater (Spencer / Henry) 4+
(Roll 3 Dice per stand)
5+
(Roll 1 Die per stand)

(Out of Range)
Rapid Fire & Prone Reload: Devastating up close. Like Breechloaders, Skirmishers and Dismounted Cav armed with Repeaters gain Light Cover (5+) in open ground.

Master Field Artillery Weapon Table

Ordnance Type & Caliber Double Canister (0" - 4.0") Standard Canister (4.1" - 10.0") Medium/Long (Shell/Solid) (>10.0") Tactical Characteristics & Battery Role
12-pdr Napoleon (Smoothbore) 2+ (Roll 3 Dice per stand) 3+ (Roll 2 Dice per stand) 4+ (up to 30") Canister Monster: Devastating defensive fire.
3-inch Ordnance Rifle (Wrought Iron) 3+ (Roll 3 Dice per stand) 4+ (Roll 2 Dice per stand) 4+ (up to 36") Precision Sniper: Exceptional long-range counter-battery and plunging hill fire.
10-pdr / 20-pdr Parrott Rifle 3+ (Roll 3 Dice per stand) 4+ (Roll 2 Dice per stand) 4+ (up to 36") Heavy Rifled Shell: High penetration; +1 to hit stone buildings and fortifications.
12-pdr / 24-pdr Field Howitzer 2+ (Roll 3 Dice per stand) 3+ (Roll 2 Dice per stand) 5+ (up to 24") Lobbed Spherical Case: Ignores light cover saves when firing shell over low ridges/fences.

3.0 Defensive Saves, Casualties & Micro-Damage


4.0 Suppression: The Natural 6 Disorder Trigger

The Shock Trigger (Range Dependent): * At Short Range (0–6"): A single natural 6 rolled to hit by the firing player acts as a Shock Trigger. * At Medium/Long Range (>6"): The fire is more dispersed. It requires TWO natural 6s rolled in the same volley to act as a Shock Trigger.

5.0 The Gunsmoke Obscuration Rules


6.0 Friendly Fire & Intervisibility Restrictions


7.0 Master Shooting Modifiers Summary Matrix

Tactical Condition To-Hit Modifier Save Modifier Reference Rule
Firer is Disordered -1 To-Hit
Firer Targeting Enfiladed / Flank Arc +1 To-Hit Denies Fence Save
Firing Through / Out of Smoke (>6") -1 To-Hit
Firing Through Friendly Skirmish Screen -1 To-Hit
Target in Light Cover (Woods, Fences, Crops) Saves on 5+
Target in Heavy Cover (Stone Walls, Earthworks) Saves on 4+
Target in Road Column Formation -2 to Saves
Concentrated Artillery Battery Barrage -1 to Saves
Target in Skirmish Order (Dispersed) Saves on 5+

9.0 Designer Notes & Historical Commentary

The Lethality of Civil War Musketry & The "Smoke Blind"

Popular Civil War history often overstates the lethality of the rifled musket, imagining infantry lines dropping entire brigades at 400 yards. In actual battle, combat studies from Antietam, Gettysburg, and Chickamauga show that the vast majority of decisive firefights took place at 50-120 yards (2.0"–5.0" tabletop scale).

Why? Because after the first two regimental volleys, the battlefield became an impenetrable wall of dense, blinding black powder smoke. Officers could not see targets 100 yards away; soldiers aimed low into the sulfur clouds, firing at muzzle flashes and red battle flags. Barrels fouled with heavy lead and carbon residue, making reloading progressively harder.

The Gunsmoke Obscuration Rule elegantly recreates this historical reality without bogging the game down in chart calculations: 1. It creates a natural firepower degradation: standing in one place and firing turn after turn degrades your accuracy (-1 to-hit beyond 6"). 2. It encourages aggressive tactical movement: to deliver a truly devastating volley, an attacking commander must advance through the smoke bank to reach Short Range (0–6"), where the smoke penalty disappears and Smoothbore Buck & Ball hits on a deadly 3+. 3. It gives meaning to Artillery Positioning: placing rifled batteries on elevated ridges allows them to see over the smoke banks of the valley, providing accurate plunging fire when infantry lines are blinded below.