Wargame Mechanics Index

Tercios: Brevis Editio

Hidden order cards are both a unit's plan and its reaction menu, and all modifiers scale unit values in half-value steps rather than adjusting die rolls.

A simplified free edition of Liber Militum: Tercios for large Thirty Years' War battles, where each unit is a pike-and-shot squadron, cavalry squadron or battery. Each turn players secretly assign one of five Order Cards (Ready, Assault, Run, Fire, Resist) face down to every unit, then alternate activating single units; an unactivated unit may instead use its card to react. Shooting and melee roll dice equal to a unit value against the target's type-specific Defence, the target rolls Courage dice to cancel hits, and surviving hits become Wear; exceeding Stamina forces a Break Check.

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Mechanics 31 · 2 distinctive

Forces & Unit Definition

2force
Special rules and weaponrySpecial traits & abilities

Keyword rules such as Field Square, Light, Large, Brigade, Caracole and Dragoon modify units.

How it works

Field Squares are never flanked but cannot move after a Ready facing change; Light treats Very Difficult as Difficult; Large removes Wear on each 5+ when Resisting; Brigade units of one regiment can share a single Order Card and activate sequentially, though a reaction by one reveals the shared order; Extended Arc lets a unit fire from side Centres; Dragoons only shoot with Fire!. Weapon rules: Pikes, Halberds, Firearms.

A single Order Card can be used, if so desired, for all or some of the units of the Brigade.
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1force
FactionsArmy lists

Six faction icons restrict which regiment options each army may take.

How it works

Players choose a faction (German Protestant, Holy Roman Empire, England, France, Spanish Empire, Swedish Empire); options marked with faction icons are only available to those factions, while unmarked options are common.

We must choose a faction when arranging an army.
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1force

Recommended but non-mandatory base sizes per unit type; the Centres matter more than the base.

How it works

Field Squares 12x12 cm, other foot formations 12x6, Horse 8x4, Large Horse 8x8, Companies 8x4, Artillery 4x4; plus or minus 2-3 cm is acceptable, and figure counts per base are free. Artillery may be unbased with the muzzle as Front Centre.

Two centimeters, even three, above or below the recommended size should not cause problems.
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1force

Armies are bought as whole Regiments for a small number of points within an agreed total.

How it works

Regiments of 1-4 units cost 1-5 points; 7 points is recommended to start and up to 12 later. An army takes 1-3 Foot Regiments, 0-3 Horse Regiments, 0-2 Artillery Batteries and 0-1 Battle Group.

We recommend an amount of 7 points to start with and up to 12 points when the rules are mastered.
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1force
Foot, Horse, ArtilleryTroop type taxonomy

Units are Foot (Squadrons or Companies), Horse or Artillery, rated by six Values and four Defences.

How it works

Values are Speed, Melee, Shoot, Discipline, Courage and Stamina; Defences are vs Infantry, Cavalry, Salvo and Artillery. Squadrons are mixed pike-and-shot formations (Tercio Viejo, Reformed Battalion, Swedish Modern Squadron, etc.); Companies are detachments. Horse gets Mobility, Evasion and Pursuit; artillery gets Crew Defence and No Escape.

Troop units are divided into three main types: Foot, Horse and Artillery.
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Movement & Manoeuvre

2move
Centres, Facing change and Angle CorrectionFacing, wheeling & turning

Units are defined by four side-midpoint Centres used for movement, facing, measurement and line of sight.

How it works

Each base has Front, Side and Rear Centres; measurements, LOS and moves use these points rather than the base outline. A facing change (usually via Ready) turns the unit so another Centre becomes the front. If a move ends overlapping a unit or obstacle, the unit may pivot up to 45 degrees as an Angle Correction, otherwise it returns to the point of first contact.

These Centres are what we will use to make measurements, check lines of sight or move units.
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1move
Assault! / ChargeCharges & assault moves

Melee can only be started by a unit executing an Assault order, which must charge a visible enemy.

How it works

With Speed+ the charger moves from its Front Centre to the nearest reachable Centre of the target by the shortest path, stopping on contact without conforming bases. A Flank Charge starts with the charger's Front Centre behind the line of the target's front edge; the target suffers Melee- and Courage-, and Discipline- when reacting.

The only way to start melee is by executing an Assault order.
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1move
Evasion and PursuitEvade, retreat & pursuit

Horse can always try to evade a charge, and Horse beating Foot that retreats destroys it and pursues.

How it works

Regardless of its card and even if already activated, a Horse unit may react to a charge with a Run-style evasion, gaining Discipline+ if the charger is Foot. If Horse wins against Foot and the Foot unit Retreats, the Foot unit is destroyed and the Horse moves its Speed straight ahead. Caracole cavalry may also pass a Discipline check after shooting to move Speed straight to the rear.

If a Horse unit wins a combat against Foot and the loser unit Retreats, the Foot unit is automatically destroyed.
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1move

Units move up to their Speed value in inches along a straight unobstructed line from the Front Centre.

How it works

The line from the Front Centre to the destination must not cross any unit or impassable terrain, and the unit can pass between obstacles only through a gap of at least 3". The unit first pivots on its Front Centre up to 90 degrees to face the destination (free), then is placed facing its direction of travel no further than Speed in inches. Speed is modified by orders (Assault Speed+, Run Speed++).

This new location cannot be beyond the Speed value of the unit in inches.
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1move
Terrain Effects on MovingTerrain movement effects

Terrain is Difficult, Very Difficult or Impassable, judged only by where the Front Centre passes.

How it works

Difficult terrain reduces (Decreases) Speed; Very Difficult also automatically Disorders the unit; Impassable prohibits movement. A unit is only affected if its Front Centre passes through the terrain. Light troops treat Very Difficult as Difficult.

A unit is affected by a piece of terrain if its Front Centre passes through it.
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Turn Structure & Sequence

3turn

An unactivated unit can spend its hidden order card to react when an enemy comes near or charges it, with the reaction defined by the card.

How it works

An enemy interacts with a unit when it moves within 3" of its Front Centre or declares an Assault against it. Reacting always needs an Order Check (even when Steady); failure loses the card. Ready allows a facing change or shooting (Shoot-); Assault gives a countercharge meeting halfway, or an interception at the closest point of the enemy's path; Run makes an escape move of at least unmodified Speed with Speed++; Fire shoots with firearms gaining Shoot+; Resist gives Courage+ to resist damage.

When an enemy unit interacts with one of your own, you can always try to react as long as your unit has not been activated on that turn.
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2turn

Every unit is secretly given one of five order cards face down before any action is taken.

How it works

In the Planning Phase both players place an Order Card face down beside each troop unit: Ready! (two different actions from Move, Reorganize, Face, Fire; Shoot-), Assault! (charge; Speed+ Melee+), Run! (Speed++, no fire or charge), Fire! (full fire, no move) or Resist! (remove one Wear marker). Cards cannot be swapped during the Action Phase and are revealed when the unit activates; the face-down card also marks which units have yet to act. An Assault unit with no enemy in line of sight does nothing.

These cards are placed face down with a double purpose: to hide our intentions from our rival and to control which unit has been activated and which has not.
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1turn

Players alternate activating one unit at a time until all units have acted.

How it works

After initiative, the player chosen to go first activates a single unit, then the opponent activates one, and so on. If one side runs out of units, the other activates all its remaining units in sequence. The turn ends when no unactivated troop units remain on either side.

During each turn they will alternate activating their units, until all of them have had the chance to act.
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1turn

Each turn both players roll 1D6; the winner chooses who activates first.

How it works

Initiative is rolled every turn after Order Cards are placed. Highest 1D6 wins; ties go to the player with the highest-ranked commander, then reroll. The winner chooses who activates first.

each player rolls 1D6, with the initiative being won by the player with the higher roll.
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Ranged Combat

1fire
Line of Sight, Hidden and CoveredLine of sight & cover

Fire needs a clear line from the Front Centre to any enemy Centre; terrain can block it or give cover.

How it works

The line may not pass through units or vision-blocking terrain and needs a 3" gap between obstructions. Hidden terrain on the line blocks fire unless shooter or target is inside the same piece. Covered terrain gives the target Courage+ to resist damage; Hidden terrain also prevents units inside from being charged.

you will need to draw a straight line from the Front Centre of your unit to any Centre of the enemy unit.
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1fire
Shooting rollDice pool fire

A unit rolls dice equal to its Shoot value; each die meeting the target's Defence is a success.

How it works

Roll D6 equal to modified Shoot value; each die equal to or above the target's Salvo Defence (small arms) or Artillery Defence (guns) is a success. Ranges are fixed per weapon: pistol 4", arquebus 8", musket 12", light gun 18", medium gun 24", heavy gun 36". Ready reduces Shoot; firearms firing as a reaction gain Shoot+.

Each die that rolls a number equal to or higher than the enemy´s Defence shall be deemed a Success.
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1fire

After a Horse unit shoots it may pass a Discipline check and retire straight to its rear.

How it works

After shooting, a Horse unit can make a Discipline check. On success it moves up to its Speed value straight to its rear, keeping the same facing. Caracole cannot be used to complement any action while reacting.

After a Horse unit shoots, it can make a Discipline check that, if successful, will allow a movement as far as its Speed value, straight to its rear. The unit will keep the same facing that it had.
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Close Combat

2melee

Each unit has fixed Defence values against Infantry, Cavalry, Salvo and Artillery attacks, used as the attacker's target number.

How it works

Defences are unmodifiable target numbers chosen by the attack type: melee uses the Defence against the attacker's troop type, shooting uses Salvo or Artillery. Pike squadrons have Cavalry Defence 5 but Artillery Defence 3, so they shrug off horse yet suffer from guns. Pikes also gain Melee+ when charged by Horse, and Halberds gain Melee+ against Disordered units.

These reflect the degree of vulnerability to attacks inflicted by a specific troop type: Infantry, Cavalry, Salvo and Artillery.
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1melee
Combat RoundsOpposed melee roll

Both sides make simultaneous combat rounds, and the side inflicting more Wear wins.

How it works

The attacker rolls Melee dice against the defender's Defence for its type and the defender rolls Resist Damage; then the defender does the same back. Both rounds count as simultaneous, so a destroyed unit still strikes. The side that caused more Wear points wins.

The side that has caused more Wear points on the opponent wins the combat.
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1melee
Disengage and Shameful DefeatRecoil, push-back & breakthrough

Losers fall back 3", or retreat twice their move and turn about if they also failed to resist any damage.

How it works

The loser disengages 3" to its rear keeping its facing (turning to face first if flank-charged). A loser that cancelled no damage suffers a Shameful Defeat: it moves twice its Speed, turns 180 degrees and is Disordered. On a draw the charger disengages. A unit unable to complete the move takes an extra Wear point; artillery losing a combat is destroyed.

The unit that has sustained a Shameful Defeat will Disengage, and move a number of inches equal to twice its Movement value.
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Morale & Cohesion

2morale
Break CheckMorale tests

A unit whose Wear exceeds Stamina must roll one 6 per excess point on its unmodified Discipline dice or be removed.

How it works

Excess Wear markers are Break Points. Roll D6 equal to original Discipline (Increases/Decreases ignored) and score at least as many 6s as Break Points. Success removes the excess Wear (the unit stays Weary); failure removes the unit from play. Applies after both shooting and melee.

To succeed in the Break Check we must roll as many 6s as Break Points.
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1morale
Resist! and ReorganizeRout & rally

Units recover by spending orders: Resist removes Wear, Reorganize removes Disorder.

How it works

A successful Resist order removes one Wear marker but cannot remove the last one (no effect with one or none). Large units remove a Wear marker for each 5+ rolled. Reorganize, one of the Ready actions, removes the Disordered marker.

If this order is successful we will remove a Wear marker from the unit. If the unit only has one marker, or none, this order has no effect.
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1morale
Steady, Weary, DisorderedMorale / disorder states

Units are Steady, Weary or Disordered, each changing what they can do.

How it works

Steady units (no Wear) never take Order Checks for actions. Weary units (Wear = Stamina) suffer Combat and Fire Decreases. Disordered units suffer a Courage Decrease; Disorder comes from Very Difficult terrain, failed Resist Damage rolls and Shameful Defeats.

When a unit is Disordered it suffers from a Decrease in its Courage Value.
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Damage & Attrition

2dmg
Resist Damage rollSaving roll

The target rolls Courage dice to cancel hits, and becomes Disordered if it fails to cancel any.

How it works

The hit unit rolls D6 equal to modified Courage; target 4+ vs Salvo, 6 vs Artillery, 5+ in melee. Each success cancels one hit. If no die succeeds the unit becomes Disordered (in melee, losing as well causes a Retreat). Cover, fortification and the Resist order grant Courage+.

Each success on the Resist Damage roll cancels a hit from enemy shooting. Failing to achieve a success in at least one roll will result in the unit becoming Disordered.
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1dmg

Uncancelled hits become Wear markers, with Stamina as the number a unit can carry before testing to break.

How it works

Each uncancelled success places a Wear marker. A unit with Wear equal to its Stamina is Weary (Combat and Fire Decreased). Wear beyond Stamina triggers a Break Check; survivors discard the excess back down to Stamina.

Each success at shooting that has not been cancelled by a Resist Damage roll counts as a Wear point.
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Resolution Engine

3engine

Situational modifiers scale a unit's attribute values in half-value steps instead of adding to die rolls.

How it works

Each Increase adds half the original value (rounded down) and each Decrease subtracts half; Increases and Decreases cancel one-for-one. Two or more net Increases cap at double the original value; two or more net Decreases set the value to 1. Since most values are dice counts (Speed, Melee, Shoot, Discipline, Courage), orders, terrain and Weariness change how many dice are rolled or how far a unit moves.

Increased Value: The Value will be increased by half of its original value, rounded down.
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1engine

All checks use handfuls of six-sided dice.

How it works

Order, shooting, melee, resist damage and break rolls all roll a number of D6 equal to a unit value and count successes against a target number.

Order Cards (explained in the next chapter), six-sided dice and measing tape in inches.
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Scenario, Campaign & Victory

2scen
Score and game endObjectives & victory points

Points for destroyed units; the game ends early once a leader's margin exceeds a threshold that shrinks each turn.

How it works

Destroyed Squadrons score 2, Horse, Companies and Artillery 1. At end of turn 5 a 5-point lead ends the game (Decisive), turn 6 a 3-point lead (Clear), turn 7 a 1-point lead (Fair); turn 8 always ends it (Pyrrhic).

At the end of the fifth turn a player has an advantage of 5 points or more.
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1scen
Setting up the BattlePre-game sequence

Table orientation and deployment side are rolled, then players alternate deploying whole regiments.

How it works

1D6 decides whether play is across the long or short side (1-4 / 5-6). The higher roller picks a deployment side; zones start 12" from the centre. Players alternate placing a regiment at a time, units within 6" of each other.

Both players will alternate this sequence until all units are placed on the table, inside their deployment area.
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Command & Control

2cmd
Order CheckActivation test

Units carrying any Wear must pass a Discipline check to carry out their order.

How it works

A Steady unit (no Wear) executes its order automatically. Any other unit rolls D6 equal to its Discipline value (after Increases/Decreases) and needs at least one 5+; on failure the order is lost and the unit does not activate. Reactions always require this check.

Roll a number of D6 equal to the Discipline value of the unit. We need a result of 5+ on any of the dice rolled to pass the Order Check.
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Battlefield & Environment

2env

Terrain types bundle movement and combat features, and some have properties rolled at the start.

How it works

Terrain is placed before determining the battle. Each type combines features (Difficult, Very Difficult, Impassable, Hidden, Covered, Height, Protected); e.g. Forest is Very Difficult, Covered and Hidden. Cropland's feature is rolled for all crops (1-2 Difficult, 3-5 Covered and Difficult, 6 Covered, Hidden and Very Difficult), and River flow is rolled (1 Difficult, 2-4 Very Difficult, 5-6 Impassable).

Cropland: It is decided by a roll, with the result being applied to all crops in the table
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