Fistful of Lead - Core Rule Book (2019).pdf
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© 2019 Jaye Wiley. All Rights reserved.
The Quick Reference Sheet, counter sheets & templates may be reproduced for personal use.
No other portions of this booklet may be reproduced in any form without the prior written consent of the author.
Introduction
What you need to play
Playing the Game
Special Cards
Actions
Terrain
Shooting
Sample Weapons
Close Combat
Wounding
Recovery
Leaders
Advanced Rules
Tasks
Building your Team
Traits
Negative Traits
Team Traits
Weapons
Ranged Weapons
Weapon Teams
Close Combat Weapons
Armor
Mounts
Renown
Post Game
Scenarios
Sample Teams
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Game Design:
Jaye Wiley
Cover Art:
Jaye Wiley
Interior Spot designs:
Jaye Wiley
Editing:
Steve Wilkie, Mark Evans
Playtesters:
A lot of people have played
over the years, but mostly the Basement
Generals. They are, in no particular order:
Ken “Lead Addict” Boone, Al “Little Al”
Troutwine, Chris “Cluck Amok” Cluckey,
Greg “Where’s the cover?” Moore, the 3
Scotts: (Mathews, Wagner and Lindsey),
Roger “Just Got Rogered” Reed, John “Gas
Warfare” Fleckal”, Jay “Propaganda Archi-
tect” Reese, Ramon “Silver Fox” Olivera,
Steve “Dutch Oven” Willaredt, Doug “D.E.F.”
Strue, Brett “Polska” Murawski, Marshal “the
Boy” Wiley, and his sister Rowan.
My playtesters from Across the Pond, the
Fistful of Everything
group: James “Oshiro”
Sharpe, Nick “Malamute” Futter, Mark “Dr.
De’Ath” Evans, Steve “Elk101” Wilkie and
Steve “Silent Invader” Marshall.
Special thanks goes out to the
Fistful of
Lead
Yahoo Group for their continued
support and ideas, and anyone over the
years who has played and left a nice review
on a web site. You’re the reason we have a
following.
Special, special thanks goes to the over-
flowing fountain of patience that is my wife
Robin, who understands when I spend way
too many hours “playing with my soldiers”.
Published by Wiley Games
Copyright Jaye Wiley 2019. All rights reserved
Introduction
Fistful of Lead
started out as a set of wargaming
rules to recreate those Old West gunfights from
the movies. It was intended as a quick to learn,
easy to play, fun set of rules using only a hand-
ful of figures per player.
A Horse and Musket rules set followed for Black
Powder skirmishing and the game further
evolved with the release of a science fiction set
Galactic Heroes.
It became apparent, however,
that players were making their own modifica-
tions to cover their favorite periods, wargam-
ing everything from cave men, to gothic horror
and fantasy, and a whole lot in between.
At the heart of each variant (official and unoffi-
cial) was the card driven mechanism that
makes each game of
Fistful of Lead
unique.
Players also started asking for an ‘official’ take
on the rules for different periods and so the
concept of a
Fistful of Lead: Small Scale
Skirmish Rules
was born. These core rules can
be used as the basis for players to develop their
own settings. You want a sci-fi, barbarian,
horror game? No problem, you can use these
rules as a starting point and do just that. In fact
you can use any miniature you have in your
collection to game with.
As for the ‘official’ take on settings (whatever
that means, remember these are your rules, the
‘if you don’t like something change it’ adage
always applies), there is a series of genre specif-
ic supplements planned to cover a range of
popular settings. Each supplement will cover a
particular genre or setting, providing any
period specific rules, equipment, characters or
backgrounds, and outlining any genre modifi-
cations and campaign ideas. Each supplement
will also be accompanied by a unique pack of
Fistful of Lead
cards, purpose designed for the
genre and displaying the special card rules for
each theme.
As with previous
Fistful of Lead
rules each
player only needs 5 or 6 miniatures to start
gaming. You can play 1 on 1 games or larger
skirmishes with up to 6 or 8 players.
A future supplement will also look at using
larger forces for bigger battles.
This book contains all the information you
need to play a game, including rules for build-
ing your forces and how to set up the table for
different scenarios. A few genre options are
provided to get you started. Most players will
pick up the game mechanics quickly, even
people who haven’t played a wargame before.
This
is not
a theoretical recreation of combat,
but rather a Hollywood take on whatever genre
or period in question.
This
is
a great way to spend an hour or two
having fun with your friends playing with
soldiers.
For those familiar to the
Fistful of Lead
family of
rules, you’ll find the mechanics basically the
same, but with some new ideas we’ve devel-
oped over the years. I’ve tried to cover most
situations that arise in the game, but I can’t
pretend to know I’ve covered them all. If some-
thing comes up not covered in the rules,
players should try to come up with a mutually
agreeable solution. If that doesn’t work, roll a
die!
Welcome to the
Fistful of Lead
universe.
Jaye
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What you need to play
Miniatures
Fistful of Lead
isn’t tied to a specific miniature
manufacturer. Indeed, half the fun will be
using whatever you have on hand. Remember,
this is your sandbox to play in.
FfoL
is designed with 28mm scale miniatures in
mind. It’s a popular scale and on the table the
ranges and movement scales look right. You
can, however, use smaller or larger scales with-
out altering the rules. With the huge variety of
15mm scale miniatures out there, you could
have a large game in a small space.
You’ll most likely want to mount your minia-
tures or figures on bases. This makes them
easier to handle and adds to the overall look of
the miniature. The base size has no effect on
the rules.
Throughout the rulebook, we’ll use the term
miniature, figure and model interchangeably.
Playing Cards
You’ll need an ordinary pack of 52 playing cards
or the Custom Cards available through Wiley
Games. These are used to determine which
player is acting when, and are the core of the
rules.
Measuring Tape or Ruler
You’ll need something to measure the distance
miniatures move and shoot. A tape works best
due to the longer ranges of some of the weap-
ons. All distances are measured in inches and
are made from the center of the miniature’s
base or head, to the center or head of the
target. The same is true for movement. Mea-
sure from the center of the miniature’s base to
the place they are moving.
The Gaming Table
For games, especially one player vs. one player,
you’ll need at least a 3 foot by 3 foot playing
area. This is about the size of a kitchen table,
which is why we often refer to the gaming area
as the table or tabletop. This gives you a little
room to maneuver before the shooting starts.
For larger games, you’ll need more space to
accommodate other players, but the maximum
will be a 6’x4’ table.
Dice
To determine the outcome of the actions of
your miniatures, you’ll be using dice. You’ll
mostly be using a 10 sided die, hereafter
referred to as a d10. A handful will do.
For some of the advanced rules, you’ll also
need a few 8-sided and 12-sided dice (d8s and
d12s). All these dice should be available online
or at your local hobby and game store.
When rolling, a roll of “1” is generally consid-
ered bad, and a 10 or above is considered good.
Some special conditions might even be
triggered by these rolls. On a 10 sided die, the
“0” face is read as “10”.
Terrain by Oshiro Model Terrain
3
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