Overview
Flintloque (3rd Edition Lite) is a fantasy Napoleonic skirmish miniatures game set on the World of Valon. Players command a “Section” of 5-20 characters (fantasy races such as Orcs, Elves, Dwarves) in black powder warfare loosely inspired by the early 19th century. Characters have detailed profiles (Steady, Wounds, Melee, Accuracy, Discipline) and experience levels (Raw through Legendary). The game uses percentile dice for ranged combat and D10s for melee, with a detailed turn structure covering tactical maneuvering, aimed fire, reloading, and wound resolution. Games typically last 10 turns.
Components
- Metal 28mm miniatures (5-20 per player Section)
- Percentile dice (2x D10: one 0-9, one 00-90)
- Additional D10 dice
- Rulers/tape measures (movement in centimeters)
- Section Roster sheets (tracking character profiles, wounds, equipment)
- Activation tokens, hit tokens, shaken tokens, reload step tokens
- Terrain pieces (hills, buildings, rivers, roads)
- Playing surface (typically 6 feet by 3 feet)
Setup
- Choose or create a scenario, or agree on a straight points-based fight.
- Lay out terrain on the table (per scenario map, or alternate placement by players).
- Each player fills out a Section Roster with their characters’ profiles, weapons, troop types, and experience levels using the Master Racial Stats Tables.
- Nominate a Section Leader (officer) and choose an Officer Reputation type.
- Allocate 3 Command Points to each Section Leader.
- Deploy miniatures in the scenario’s deployment zones, or within 10cm of a chosen table edge/terrain feature.
- Begin with the Initiative Phase of Turn 1. Standard games last 10 turns.
Turn Structure
Each turn has 4 phases:
I. Initiative Phase
Both players roll D10, adding their Section Leader’s Discipline. Modifiers: +1 if you lost initiative last turn; -1 if over half the section is Militia; +1 if over half is Guerrilla or Elite. Higher total wins initiative (Player A). The initiative winner chooses to go first or second in the Action Phase.
The player who lost initiative may spend a Command Point to re-roll.
II. Action Phase
Players alternate activating up to 2 figures at a time. A sub-phase ends when no figures can legally activate or both players pass consecutively. The Action Phase has 4 sub-phases:
A. Tactical Manoeuvre: Activated figures may move and attack (fire or initiate melee), in either order. Alternatively, one action may be replaced with a special action.
B. Aimed Fire: Unactivated figures without hits, shaken tokens, or enemy base contact may fire with a +20% Accuracy bonus at maximum weapon range.
C. Reload Resolution: Unactivated, unshaken figures with no hits and no enemy base contact remove one Reload Step token from their weapon.
D. Artillery Fire: (Covered in the Grapeshotte expansion book.)
III. Wound Resolution Phase
Convert all Hit markers to Wound markers. Remove figures whose wounds equal or exceed their wound factor. Place Shaken tokens on: wounded figures this turn, all surviving figures if the Section Leader is removed, all surviving figures if the section drops to 50% or fewer starting figures, and any Forlorn/Desperate troops within 15cm of a removed figure.
IV. Maintenance & Victory Phase
Check scenario victory conditions. Remove all activation tokens. The game ends after the final turn (typically Turn 10) or when victory conditions are met.
Actions
Movement
Declare movement rate: Double March, Quick March, Slow March, or Half-Step March. Each rate has a different distance in centimeters (varies by race). Move up to the declared distance using tape measure.
Terrain Effects:
- Clear: no penalty
- Difficult (rocks, thick woods): every 1cm costs 2cm of movement
- Bogging (swamps, dense woods): movement ends within 2cm of entry; if starting in bogging terrain, right shift + half movement
- Blocking (cliffs, high walls): impassable; gaps must be at least half the figure’s base width
- Linear obstacles (low walls, hedges): subtract 4cm from movement
Wounds: Heavily wounded figures (half or more wounds taken) take a right shift on movement.
Firing (Ranged Combat)
- Determine movement rate (sets maximum firing column): Double March = no firing; Quick March = column 2; Slow March = column 3; Stationary = column 4. Figures within 15cm of Section Leader may target one column higher.
- Declare target and check range.
- Check Line of Sight (LOS): blocked by Blocking Terrain or 5+ cm of area terrain. Obscured if LOS crosses <5cm of non-blocking terrain.
- Determine cover: Light Cover (-20% Accuracy); Heavy Cover (-30% Accuracy). Obscurement = -10% Accuracy (not cumulative with cover).
- Apply modifiers: +20% if Aimed Fire Phase; -20% if Heavily Wounded; +/- racial Accuracy.
- Roll percentile dice. If roll is equal to or less than final Accuracy, the target must make a Steady Check.
- Place a Reload Step token on the firing figure.
Rolling Doubles on a successful hit: roll D10. 1-5 = Misfire (no wound, weapon still discharged). 6-10 = Critical Hit (double the Impact).
Melee (Close Combat)
A figure in Base to Base contact may initiate melee. Both players roll D10 and add modifiers:
- +/- Racial Melee Modifier, Experience Modifier, Troop Status Modifier
- +Weapon Modifier, +1 if Mounted
- +1 for initiating melee (+3 for mounted cavalry that moved and initiated)
- -1 per wound, -1 if heavily wounded, -1 per hit
- -2 if outnumbered per extra figure, -2 if shaken
- -2 for initiating across a linear obstacle
Higher total wins. The difference is the Impact. Loser makes a Steady Check and receives a Shaken token.
Steady Check
Roll D10 + Steady rating - Impact of attack (-1 if already Shaken):
| Modified Roll |
Result |
| <0 |
Out of Action (removed immediately) |
| 0-1 |
4 Hits |
| 2-3 |
3 Hits |
| 4-6 |
2 Hits |
| 7-8 |
1 Hit |
| 9-10 |
Push Back 5cm (melee only; no effect for musket fire) |
| >10 |
No Effect |
Command Points
Each Section Leader has 3 Command Points per game. Only the player who won initiative may spend points in melee. Options:
- Retain Initiative: Spend 1 CP after 2 activations; contested D10 roll (+unactivated non-shaken figures). Win = activate 2 more figures.
- Rally Troops: Special action; remove D5 shaken markers from figures within 15cm.
- Direct Orders: Figure within 15cm of leader gets +1 Discipline, +1 Melee, +5% Accuracy for activation.
- Coordinated Activation: Spend 1 CP; activate up to 4 figures within 5cm of Section Leader (5 if including the leader) performing actions sequentially.
- Officer’s Fortune (Wound Resolution): Spend 1 CP to reduce Section Leader’s hits by D5.
- Recovering CP: At end of turn, roll D10 + Section Leader’s Discipline - remaining CPs. On 7+, recover 1 CP.
Scoring / Victory Conditions
Scenario Victory: Achieve the scenario’s specific victory conditions (hold terrain, eliminate targets, etc.).
Time Limit Game: After 10 turns, the player who controls the battlefield or has removed more enemy figures than they lost wins.
Special Rules & Edge Cases
- Activation with Hits (Case 2): Figures with hits must pass a contested D10 roll to activate normally. Tie = move or fire at -10%. Lose = Slow March only.
- Shaken Figures (Case 3): Must attempt a Morale Check (D10 + modifiers). Result <1 = removed. 1-4 = must flee (Double March away). 5 = no action. 6-9 = act but cannot move toward enemy. 10+ = act freely.
- Base to Base Contact (Case 4): May only initiate melee or move at Slow March (if all adjacent enemies have activation tokens). Cannot move if 4+ enemies in base contact.
- Engagement Range: Extends from base edge equal to longest base side (25mm for foot, 50mm for mounted). Cannot move through engagement range without entering base contact.
- Experience Modifiers: Legendary +15%, Veteran +10%, Experienced +5%, Average none, Raw -10% (applied to Accuracy).
- Troop Types: Regular (must stay within 30cm of leader), Light (+5% Accuracy, +1 Initiative), Grenadier (+1 Melee/Steady, -20% movement), Cavalry (+3 Melee on mounted charge), Militia (-1 Steady/-1 Melee, no aimed fire), Guerrilla (Interrupt Fire, +1 Melee, degrades after Turn 5), Irregular (+1 Melee, -1 Initiative), Civilian (-2 Steady/Discipline/Melee).
- Elite (additional type): +1 Steady/Discipline/Melee, +1 Initiative if majority Elite. Cannot be applied to Forlorn/Desperate types.
- Officer Reputations: Professional (no special rules), Heroic (+2 morale aura, may charge on 9-10 roll, +1 to wound), Aggressive (+1 Melee for section, must move toward enemy), Cowardly (fast reload on 8-10, won’t enter melee voluntarily), Dastardly (can transfer hits to nearby figures).
- Cavalry Charge: Must have moved previous turn. Ends in melee. +2 to melee roll on impact. If charge does not reach enemy, gain Shaken token.
- Mounted Combat: All shots hit the mount first (unless aimed). Mount killed = rider placed on foot with Shaken token.
- Grenades: If miss, roll D10 as directional scatter; distance = die result in cm. Roll of 0 = dud.
Player Reference
Turn Sequence
- Initiative Phase — D10 + Discipline; winner chooses first/second
- Action Phase
- A. Tactical Manoeuvre (move & fire/melee, alternate 2 figures)
- B. Aimed Fire (+20% Accuracy, unactivated figures only)
- C. Reload Resolution (remove 1 reload step)
- D. Artillery Fire
- Wound Resolution Phase — convert hits to wounds, remove casualties, place shaken tokens
- Maintenance & Victory Phase — check victory, remove activation tokens
Key Modifiers
| Situation | Modifier |
|———–|———-|
| Aimed Fire Phase | +20% Accuracy |
| Heavily Wounded | -20% Accuracy, right shift movement |
| Light Cover | -20% Accuracy |
| Heavy Cover | -30% Accuracy |
| Obscured | -10% Accuracy |
| Outnumbered in melee | -2 per extra enemy |
| Shaken in melee | -2 |
Movement Rates (declared before moving)
- Double March (fastest, no firing)
- Quick March (fire at column 2)
- Slow March (fire at column 3)
- Half-Step March (fire at column 4)