UBC System 7 Napolenics Rules

These are the UBC System 7 Napoleonics Rules. They are developed from the Game Designers' Workshop System 7: Rules Booklet, Copyright 1978, Game Designers' Workshop. Changes and expansions Copyright 198x, 199x, 2000 Bill Dixon for the UBC Group. Modification, interpretation and expansion by the U.B.C. Group.

Until copyright issues are resolved, only the changes made by the UBC group will be listed in these pages.

Index to UBC System 7 Rules
Introduction 1: Game Scale 2: Units per Player 3: Playing Area 4: Dice
5: Set-up and Terrain 6: The Referee 7: Game Duration 8: Turn Sequence 9: Weather
10: Visibility 11: Orders 12: Movement 13: Stacking 14: Formations
15: Unit Cards 16: Casualties 17: Enfilade 18: Infantry Fire 19: Artillery Fire
20: Melee 21: Morale 22: Generals 23: Terrain Effects 24: Skirmishers
25: Spiking and Manning Guns 26: Prisoners 27: Night 28: National Characteristics
Appendix Updates and Changes Charts Tables Figures

Rule 19: Artillery Fire

A. Range.

1. Canister. The second range given under this heading is for British, Portuguese and LLL artillery . . .

B. Restrictions on Fire.

4. All guns . . . (ball or canister or shrapnel). . . .

6. Due to the inaccuracy of the weapons of the era, artillery may not fire over the heads of their own troops.

D. Ball Fire, Effective Range.

1. Count . . . in square or battalion mass . . .

4. . . . At effective range, enemy skirmishers that are firing at a gun battery, absorb with no casualties to themselves, 1/3 of all ball fired through them.

E. Ball Shot, Maximum Range.

. . .on skirmishers nor do they absorb any of the fire effects in the maximum range zone.

F. Shell Fire.

. . .column or square or battalion mass . . .British guns may fire shell. They do so with a -2 modifier.

G. Shrapnel.

This type of ammunition is available for British guns and howitzers only. The range for 6lb and 9lb guns is as a 7lb howitzer.

Roll one die for effect:

  • 1 - 4 - nothing
  • 5 - 1 hit
  • 6 - 2 hits

    Full effect on skirmishers, line and disorder. Double effect on column, square or Battalion mass.

    H. Counter-Battery Fire.

    Change to Counter-Battery Fire Table

    For a die roll of 6

    One gun section destroyed on a re-roll of 4,5,6.

    Roll one die: 1-3 one gunner killed, 4-6 two gunners killed

    I. Firing at Buildings or Field Works.

    1. Rubble.

    When a building is completely destroyed it is rubble. For movement purposes, rubble acts like light woods for infantry. Cavalry or artillery may not enter rubble.

    Walls or field fortifications when totally destroyed are treated as clear terrain. Earthworks are worth 6 points per cm and walls are worth 3 points per cm. They take hits like buildings. When each cm of wall or earth works is destroyed remove it from the battle field and treat it as clear terrain.



    Index to UBC System 7 Rules
    Introduction 1: Game Scale 2: Units per Player 3: Playing Area 4: Dice
    5: Set-up and Terrain 6: The Referee 7: Game Duration 8: Turn Sequence 9: Weather
    10: Visibility 11: Orders 12: Movement 13: Stacking 14: Formations
    15: Unit Cards 16: Casualties 17: Enfilade 18: Infantry Fire 19: Artillery Fire
    20: Melee 21: Morale 22: Generals 23: Terrain Effects 24: Skirmishers
    25: Spiking and Manning Guns 26: Prisoners 27: Night 28: National Characteristics
    Appendix Updates and Changes Charts Tables Figures

    Bill Dixon's Railway Pages

    Game Designers' Workshop System 7: Rules Booklet, Copyright 1978, Game Designers' Workshop.

    Modification, interpretation and expansion by the U.B.C. Group; Copyright 198x, 199x, 2000 Bill Dixon for the UBC Group.

    Last Updated: March 27, 2000. Copyright 2000. W.R.Dixon.