Song of Drums and Shakos is a fast play Napoleonic skirmish game based on the popular Song of Blades and Heroes mechanics. Muster your squad. Deploy. Song of Drum and Shakos (Napoleon) - Free download as PDF File .pdf), Text File .txt) or read online for free. More Drums & Shakos is a supplement for the Origins Award-winning Napoleonic skirmish game Song of Drums and Shakos. It includes new rules, special.

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"Keep your musket loaded!" Song of Drums and Shakos is a fast play Napoleonic skirmish game based on the popular *Song of Blades and Heroes* mechanics. Song of Drums and Shakos - Trade Paperback: Napoleonic Skirmish Miniatures Rules [Sergio Laliscia] on *FREE* shipping on qualifying offers. Watermarked PDF. $ 1 2 3 4 5. Average Rating (8 ratings). Keep your musket loaded! Song of Drums and Shakos is a fast play Napoleonic.

My first original love was Napoleonics but I hate all the traditional rules out there because they are too complex and it is too hard to get a group of gamers together who know the rules well enough to make it enjoyable.

You sit around all day long and then on turn two you "call the game". No thanks. I have all but quit playing for many years because of this.

Since we have discovered skirmish gaming our gaming world has been great and I got to thinking the other day that I should apply that to my favorite period. Some detailed searching and reviewing turned up two rules sets.

Song of Drums and Shakos which is really only a very tactical squad level game, and Sharp Practice by Too Fat Lardies which is more of a company level game. I have already downloadd and read, and played both sets and they are both very good but they are not really competing products. SDS is tops for fast play skirmish while SP let's you put together some beefier formations. Simply two different tools for two different jobs. I will not get into Sharp Practice here as I plan on doing a detailed review on it soon but I can tell you it is a very good game.

When rolling for activation, a roll of 1 is always a failure, and a roll of 6 is always a success. When all of a players models have been activated, on whenever the acting player rolls 2 or 3 failures in the same dice roll, play passes to the opponent. Note that Initiative is not rolled again -- players simply alternate activating their models until they roll a double failure or until all of their models have been activated.

A Squad breaks in the following circumstances: In one o games, a Player can simply declare his withdrawal, thus ending the game. An activated model can perform one, two or three actions. Actions can be used to move, reload or attack, but no model can make more than one attack hand-to-hand or ranged per turn. Models may spend one extra action on an attack hand-to-hand or ranged to decrease their opponents Combat value by 1 performing a carefully aimed shot with a ranged weapon or striking a powerful blow with a hand-to-hand weapon.

A Leader and only a Leader may give an order to 2- 6 models to move as a group. Te models must be in base to base contact with each other and be within Long distance of the Leader. Te Leader must be activated before a group can move.

Te Leader spends one action to give the group move order. When giving Group orders, the Leaders actions can be done in any order the Player wishes.

It is possible to give an order to a Group, dice for the Group activation s and perform them, and then use a second action of the Leader to follow up.

Tis is the only exception to the rule stating that you have to complete all actions with a model before 7 activating another model. Te Group action is therefore interrupting the normal chain of events; if activating for the Group causes a turnover, the Leader cannot act again that turn. Te grouped models may move and act in any way the player wants.

Te group makes only one activation roll on one, two or three dice as normal but uses the worst Quality in the group. It is NOT mandatory that all models in a group perform the same action.

A Leader can give more than 1 Group Order in a turn. Giving the Regroup order costs one action to the Leader. Teres no need for the models to be adjacent.

All models that are part of the regroup order act as a group move thus they are activated on a single roll using the worst Quality in the group and must end their move in base to base contact with at least another member of the group.

During a Regroup order, models cannot attack or shoot, but they can reload, if they have enough actions. A Leader must spend an Action to give the Volley re order.

Te shooters must be within the Leaders command radius Long and in base to base contact with each other. Up to six models may participate in a Volley. No aimed re is allowed, and if the re causes Ammo depletion, it will aect just 1 model the owner chooses which one. Te target receives -1 on its Combat score for every shooter beyond the rst. All models ring a Volley end up with discharged weapons. All other modiers are applied as normal.

If a modier applies to anyone in the group, it applies to Volley Fire as well.


For example, if the target counts as under cover for one of the shooters, it counts as under cover for Volley Fire too. Another special group action, Shoot and Reload can be done only by even groups of soldiers 2, 4 or 6 arranged in a front and a second line.

All soldiers must have a loaded weapon at the start of the turn. Shoot and Reload allows the player to have his front line models re, and then exchange their weapons with the second line.

Tis action will result in the front line having loaded weapons immediately after it red and a second line with discharged weapons.

It takes 2 actions to perform a Shoot and Reload. No aimed shots are allowed as this is a special case of the Volley Fire group action.

Song of Drum and Shakos (Napoleon)

Remember that in any case no model can attack more than once in a single turn. Most foot soldiers have Medium move.

Tis means a soldier model can move from one end to the other of a Medium stick by spending one action. A few models could be undrilled or used to a slower pace, and therefore be able to move less than Medium. Tese models have the Short Movement special rule in their prole. All cavalry models have the Mounted Special Rule that allows them to use Long movement. A model can move less than the full distance if desired, or not move at all.

Movement can not be broken in smaller steps i. You can put the measuring stick down on the tabletop and move the model from where it is now to any point along the stick, but if you want to do any changes of directions you have to use another action. In practical play, the only case when this matters is when you need to run past a corner or a foe. Note that there is no such thing as free or automatic move in this game. A models movement is always performed because the player spends one or more actions doing so.

See also Fleeing models in the Morale Section. If a model moves through any sort of dicult ground or if the model wants to jump over an obstacle, its speed is reduced by one category Long movement becomes Medium, Medium becomes Short, and Short needs two actions to move.

Examples of dicult terrain include marsh, rubble, sand, snow or wooded areas. Examples of obstacles include low walls and fences. For purposes of the game, cavalry cannot move into buildings or enter wooded areas. Tis includes eeing moves and models recoiling through friends.

If a models movement is not enough to clear the base of the friendly model, the model must stop before crossing it. No model gets additional free movement by sliding through friendly bases. Exceptions to the above rule are indoor spaces houses, farms , narrow passages bridge, tunnel and friends engaged in hand-to-hand combat. In these circumstances, the model cannot pass through if theres no physical space to do it. If an infantryman is standing at a door, friendly models can not get past him and run into the room.

If there is any doubt, use the size of the models base to determine if a model can move through a narrow space which is partially occupied by other models.

Regardless of a models movement, a move always stops when a model reaches a door or an opening, or when the model has to jump over an obstacle such as a pile of rubble. Te model is assumed to stop at the door and open it, or cautiously observe the situation before stepping through an opening. Some scenarios may feature locked or stuck doors. At the cost of 1 action, a model may try to bash down a locked door.

Treat this as a hand-to-hand combat between the model and the terrain feature. All modiers apply. Doors and other features have the following Combat values: Te opponent rolls dice for the feature and combat is resolved normally.

If the model loses the combat nothing happens. Te door or obstacle remains intact. If the model wins without doubling the feature, the feature has been damaged. Decrease the features Combat value by 1. In both these cases the model can try to attack the feature again if it has actions remaining. If the feature was damaged, the lowered Combat score is used. If the model wins by doubling or trebling the features score, it bashed the door, or, in case of timber walls or piles of stone rubble, it has opened a breach, which allows a man to pass through.

Engineers see p. Brick and stone walls cannot be destroyed this way. Stairs count as broken terrain when moving up and as normal terrain when moving down. If a model makes more than one move per turn on stairs, the owning player must make a Quality roll against the models quality on one die.

If he fails, the model falls at the end of the move or at the end of the stairs whichever comes rst. Ladders also count as broken terrain. It takes one action to place the ladder against a wall.

If a model does more than one move per turn on ladders, the owning player must make a Quality roll against the models quality on one die. If the roll fails, the model falls. Ladders used in SDS are maximum 1Short. Terefore no model will ever need to end its move in the middle of a ladder.

An enemy model at the high end of a ladder can push the ladder away using 1 action. A model may use one action to pick up the ladder and place it again against the wall. On any failure, the model is wounded and is out of action. Complete success means that, on its next turn, the model will need two actions to stand up this is an exception to the standard "standing up" rule which requires only one action to stand up.

When dicing for falling damage, the Leader bonus if any does not count. Wearing a cuirass also confers no bonus. Combat is simultaneous. Either model involved in the ght may kill, wound, push away or knock down the other model. Each player rolls one die and adds their models Combat score. Compare the two totals. If the result is a tie, nothing happens. Te combatants studied each other moves or parried each others blows.

If one side has a higher total but not at least double then: If the winner doubles his opponents score, he has scored a wound.

Te wounded model is incapacitated for the duration of the Scenario. Te model is removed from the table.

A wounded model counts as eliminated for victory condition purposes. Players can use a casualty model to show a wounded soldier. If the winner trebles an opponents score, he has scored an instant kill. Tis can potentially spread fear among Green troops see the Morale section as they are not accustomed to the violence of combat. Te default hand-to-hand weapon of the Napoleonic period was the Musket, used as a club or used like a spear with a xed bayonet.

Hand-to-hand weapons have no combat bonus per se but weapon quality and reach can inuence the combat. When two opposing models use the same weapon there is no modier to the combat roll. Hand-to-hand weapons are from better to worst: Note that it is possible to be wounded after this modier is applied. A rolls a 1, B rolls a 5: A is beaten, but not doubled 4 to 7 but having lost a combat using a better weapon must subtract a further Te total is 3 to 7: A is doubled and therefore wounded.

Hand-to-Hand Combat Modiers Fighting against more than one enemy: A model may perform a powerful attack by spending two actions.

Te opponent will be at -1 on his Combat. A model falls to the ground, or is thrown o balance lay the miniature on its back when its opponent wins a Combat with an even, unmodied result on the die. In other words, you fall or are thrown o balance if you loose a Combat in which the opponent has rolled a 2, 4 or a 6.

It can attack any adjacent models normally in hand-to-hand combat and can support the attack of a friendly model i. Te recoiling model must be moved one base width directly away from his opponent. Te owning player decides the exact direction of the recoil.

If the recoil brings the model in contact with any active opponent, the enemy model gets one free hack. Tis is rolled like a normal attack but only the recoiling model can suer damage. A model may recoil through a friendly model but must be able to occupy its own space at the end of the recoil move.

If this is not possible, the model falls. Note that if the recoiling model was in hand-to-hand combat with multiple attackers, he does NOT receive free hacks from the supporters of the model causing his recoil. In other words, recoiling is considered a conscious, tactical retreat.

Te recoiling model has been forced to give ground to its opponents but is still able to ght eectively. As a general guideline to making a correct recoil move, draw imaginary lines going from center to center of all attacking models. If this lines touch even partially the lone defenders base, it cannot recoil and must fall instead. If theres no space to recoil for example, if the model is completely surrounded by enemies, or is at the table edge, or is with its back against an impassable scenic feature such as a tree or a wall , the recoiling model automatically falls to the ground.

Disengaging from active opponents is risky. Te model must spend two actions to disengage one action to break away from the opponent, and another to actually move away from him and receives one free hack attack from each adjacent opponent. Tis is rolled as a normal attack but only the retreating model can suer damage. If the disengaging model wins the die roll s , he is free to move away from the opponent.

Mounted troops leaving hand- to-hand engagement with foot soldiers are immune to Free Hacks. Te infantry model makes a Morale test on 3 dice applying all normal modiers plus the following: Charger has Fear special rule: With 3 successes, if the target has a loaded weapon, it will manage to re at the charger and ght the ensuing hand-to-hand combat with its ranged combat value i. If its weapon is discharged or the model is unarmed , it will ght using its normal Combat value Combat score.

Do not forget to apply the Mounted and Better Weapon modiers. With 1 or 2 failures, the target will ght the ensuing hand-to-hand combat normally i. With 3 failures, the target ees it is removed from the board. Tis represents the reaction of infantry to a cavalry charge, ring if possible a last shot against the charging enemy, or eeing to safety.

As Cavalry cannot move into buildings and wooded areas, no charge is possible and no Morale test required against Infantry positioned in any terrain that is impassable to Cavalry. All foot soldiers and most cavalry in the Napoleonic Era had a rearm.

Every Firearm has a range Short, Medium or Long on its prole.

Te target must be within this range to attack normally. If the target lies within double the range, the attack is at -1 exception: Ries re without penalty at double range. If the target lies at three times the range, the shot is at -2 -1 if Ries, impossible for carbines and pistols. If the target lies beyond that, the shot is impossible. For more details, see the Firearms Table on p.

Roll a die for the shooter and a die for the target, adding their respective Combat scores. Te shooter also adds his rearm modier. If the shooter wins, the target falls to the ground if the winning die score is even.

If the winners die score is odd, the target retreats by one base width straight away from the attacker or towards the nearest cover if available. If the shooter doubles the targets score, he has scored a wound. Te opponent model is incapacitated for the duration of the Scenario and is removed from the table. Alternatively, players can use a casualty model to show a wounded soldier. Trebling an opponents score means a instant kill, which can potentially spread fear among his Green troops see the Morale section.

Draw a straight line from shooter to target and if this line goes through any solid obstacle or model, the shot is impossible. Te only exception is when a shooter is adjacent in base to base contact with a friendly model. Te friendly model does not obscure the shooters line of sight. Tis represents the shooter ring over the shoulder of his friend. If a line of sight passes between two obstacles for example a friendly model and a wall there must be at least one base space between them to be able to shoot.

Te shooter can ignore an enemy model that is hiding, has fallen or is protected by cover. A shooter can also choose to ignore a foot soldier and re at a cavalryman instead, as mounted models are considered more dangerous. If more targets are at the same distance, the rer chooses.

You can not shoot your musket or rie if someone is hitting you in hand- to-hand, and you can not shoot someone who is hand- to-hand combat with one of your friends because you might hit your friend. If the shooter is in hand-to-hand combat with only a fallen foe, the shooter can re as normal, including shooting at the fallen foe.

A shooter cannot shoot an enemy who is in contact with a fallen friend though, as the risk of hitting his friend remains. A notable exception was Dragoons who could be deployed dismounted from their horses and be employed as infantry.

Cavalry models can shoot while mounted, but with a -1 unless ring a bow.

Song of Drums and Shakos Errata Clarifications Etc

If a target is visible but partially obscured by a scenic item, the model is said to be in cover. Ranged attacks are at -1 if the model is behind a fence, a tree or a bush soft cover and at -2 if the model is behind a wall or boulder or in a building hard cover. A model completely obscured by a scenic feature is not a valid target. Beating the fallen models score by one means wounding it i.

Wooded areas represent a particular class of terrain. Tey always count as broken terrain and reduce movement by one category. In addition, a model outside a wood cannot shoot a model inside the wood. A model inside the woods can shoot out of it if it is adjacent to the internal edge of the wooded area. A model adjacent to the external edge of a wood AND to a model inside the wood can shoot the model inside the wood at -1 cover modier.

Two models that are both inside the wooded area can target each other only at Short range and at -1 cover modier. Whenever a shooter rolls an unmodied 1, roll again. If another 1 is rolled, the shooter ran out of ammunition. He can not attack in ranged combat. During a Volley re multiple models shooting as a group an unmodied 1 means that just one model owners choice ran out of ammo. Certain scenarios may give players the opportunity to replenish ammo. Two consecutive actions i.

All soldiers start the game with loaded weapons, but if they shoot their have to reload in order to shoot again.

Players can use a marker to show a soldier with discharged weapons. To reect this dierence, a model equipped with a Rie cannot shoot and reload or reload and then shoot in the same turn, even if it has the required number of actions. If a model reloads the rie 2 actions and has 1 action remaining, it can use it for moving, but not for shooting.

Te same applies if the model shoots 1 action: A Morale check is a special kind of Quality check rolled on three dice. On one failure, the model must immediately make one move towards the closest table edge ee ; on two failures, it must make two moves; on three failures, it automatically runs away or surrenders according to the scenario rules.

In both cases, the model is removed from play. If this is impossible, the eeing model is removed from play. A eeing model with one or more enemies in hand- to-hand contact must disengage and receives one free hack attack from each adjacent opponent see Leaving Hand-to-Hand combat.

If he fails to disengage, he is automatically wounded. So if the model rolled one failure it will just stand up, if it rolled two failures it will stand up and make one eeing move. If it rolled three failures, the model is automatically out of action. In all other cases fallen with adjacent enemies, etc a model failing any Morale check is out of action wounded. Single models: Models with the Green special rule: All of a Players models: For example, a Squad of 9 soldiers will test when it loses the 5th model.

If the number is halved again, the models need not to make another morale roll. Scenario rules can specify dierent Victory conditions. Advantageous special rules increase the cost of a model, and disadvantageous ones decrease it. Te model wears steel plate armor on its chest. Any time the model is beaten in combat by 1 point, the model does not recoil or fall the cuirass turns the opponents blow and the combat round is a draw.

A Cuirass does not protect a fallen model. A Cuirass is of no help against falling damage. Some models exude Fear. When Fear-inspiring models charge, any model they charge must immediately make a Morale check with -1 to their Quality, unless Fearless. Te same modier applies to models wishing to charge enemies with the Fear special rule. Models rolling one or more failures on the morale roll do not ee but cannot perform a charge against the Fear-inducing enemy that turn.

Models with Fear or Fearless special rules are immune to the eects of Fear. Fearless models are immune to the eect of Fear. Tis rule negates the eects of Fear during a charge see also Cavalry charging infantry rule. Te ag encumbers the model and it ghts at -1 on Hand-to-Hand combat unless he drops it.

When a Morale test cause a model to ee, it may run towards the ag bearer instead of towards the closest board edge. Models running to the ag must still avoid enemies within 1 Short in their path. Te Flag Bearer can also be a valid rally point for a Regroup group action. Regrouping models must end the move with their bases adjacent to the ag bearer if there is space, or to another model adjacent to the ag bearer if theres not enough space around the ag bearer.

If the Flag bearer is wounded or killed, the Flag is dropped, and while it is on the ground it does not work 18 as a rally point. Any other friendly model can pick it up using 1 action. From that moment on the model carrying the Flag loses -1 C and cannot use two-handed weapons such as muskets.

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Tis can occur multiple times. If an enemy picks up the Flag, the whole squad must make a Morale roll. If the Flag bearer is routed o the table, he is assumed to drop the ag at the beginning of his movement. Models with this trait represent younger or inexperienced troops not yet used to the gruesomeness of combat. Green models must make a Morale roll when witnessing an instant kill of any friendly models within 1 Long and in line of sight.

In other words, whenever a friend is trebled in combat within 1 Long from a Green model, the Green model must pass a morale roll. Leaders inuence models quality and morale. Any friendly model within Long distance from a Leader Short if one or both of them are in woods has its Quality rolls including Morale rolls increased by one. Te distance from a Leader is assessed the instant the model tries to activate, or checks morale.

Te Leaders bonus does not count if the leader has fallen or if the model cannot trace a line of sight to the Leader. Enemies do not obstruct the line of sight of a model to his Leader.

Te leader bonus applies even if enemies surround the Leader. When a Leader is wounded or killed, all friendly models on the table must make a Morale test. Note that a model with the Leader or NCO special rule is mandatory in a squad. Leaders may also attempt group activations, rolling to activate a group of 2 to 6 models with a single die roll.

See p. Light Infantrymen were trained to move across rough or wooded areas. Models with this special rule suer no movement reduction when crossing these areas. Te penalty for jumping over linear obstacles remains unchanged. A model with this rule wounds an opponent just by beating his score in combat when ring an Aimed Shot at a range of 1 Medium or less. However, the bonus for the aimed shot -1 to opponents C does not apply.

Mounted models suer a -1 hand-to-hand Combat penalty when engaging opponent s who are in rough ground or woods. Tey cannot enter buildings or woods, nor use ladders or stairs. Roll for Group activation as normal 1, 2 or 3 dice as you see t , and then you can re-roll one die that failed. Te re-rolled result is nal.

You can use this special rule only once per turn, so if you have more than one Group in range, only one will benet from the re-roll. A Musician cannot give its bonus if it has fallen or if it is engaged in hand-to-hand combat. Te NCO instantly takes command of the whole squad if the Ocer is killed.

From that moment on, the NCO acquires the full Leader special rule. If the NCO is killed before taking command, the squad is not required to test Morale for Leader loss. If the NCO is killed after taking command, the squad is required to test Morale for Leader loss as normal even if it already did when the Ocer was killed.

Bonuses from a Leader and a NCO are not cumulative. A model with this special rule has -1 C when shooting. A model with this special rule has -1 on Quality rolls for activation only. For each model with this special rule in the squad, add 1 to the die roll when determining who is the defender, and therefore who will to set up the terrain for the battle.

A model with Short Move uses the Short measuring stick when moving. Slow models can only make one movement per turn, regardless of how many activation successes they roll.

Te only time a Slow model can make two moves in a turn is when it is eeing due to a failed Morale roll. If a Group of Unreliable models receives a Group order, only the model nearest to the Leader needs to be in range.

Unreliable models can only be grouped with other unreliable models. When you want to activate a model with this special rule, you must always roll 3 activation dice. Unpredictable models can only be grouped with other Unpredictable models. A model with this special rule has -1 for hand-to-hand Combat rolls.

You can mix and match any kind of models but you must download at least a Leader or NCO at least one of them is mandatory. Models costing more than 80 points are called Personalities. You can choose up to three of personalities for your Squad. Te following rules make for a better game, but their use is strictly optional.

Each of the Major Nations Armies in the Napoleonic period had its own distinctive features. In SDS we depict such features with Special Rules and also with a general trait, which further shows the dierence in battle behavior.

Tis is in addition to any model with the Scout special rule in the squad. Once per game, a turnover i. Te French player can go on trying to activate other models or groups but not the same model that failed.

Once per game, the Morale test for Leader loss is made by all models using 2 dice only.

Te Morale test for having lost half squad is made after the loss of 1 additional model. Being Stubborn, Russians will instead test when they loose the 7th model. A Forlorn Hope squad of volunteers has been selected for an attack on a portion of a small fortress. Total Points: Attacker , defender Terrain: Note that a NCO can be on guard duty.

Attackers deploy anywhere within 2 Long from the walls.Renaissance to Cart You have no items in your shopping cart. How does this content violate the Lulu Membership Agreement?

Troops can also have special skills, such as leadership, scouting, musician, etc. I do and these rules are great! Karwansaray Publishers webshop.

And a few are Copplestone from their Back Of Beyond range Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

Mutanti, Robot, Androidi, Piante Mutanti, Animali iper-evoluti e Dannati lottano per la sopravvivenza in un mondo pieno di pericoli e avventura.

After the actual rules themselves, there are about three-and-a-half pages listing the special characteristics different troop classes might have pages , and a half page of national characteristics page