Drums at Dawn Quick Reference Tables: Turn Sequence, Command, Initiative & Movement
Core play aid · Version 10.7 Beta
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1. Turn Sequence — §F.5.1

PhaseWhat Happens
1 CommandGenerate CA; resolve Command Confusion / Flow.
2 InitiativeRoll Initiative; winner chooses first or second activation.
3 ActivationBroken movement, skirmish deployment, charge windows, alternating actions.
4 CombatResolve charges/melees; apply retreats, state changes, casualties.
5 MoraleResolve Forced Retreat, Negative Proximity, scenario morale.
6 EndRally, Worn recovery, Army Morale, victory, remove turn-only markers.

4. ACR, CR & Command Range — §§F.4.2, F.4.3.1, F.4.10

Army QualityACR
Poor-1
Average0
Good+1
Excellent+2
CommanderCR / Range
Poor-1 / -1"
Average0 / 0
Good+1 / +1"
Excellent+2 / +2"
Base Command Range: 6". Light Cavalry screen within 3" may add +1" if eligible.

7. Movement Rates — §§1.1-1.2.3

Unit / FormationMoveUnit / FormationMove
Commander10"Infantry Line6"
Infantry Column10"Infantry Square2"
Infantry Open Order12"Light Cav Line14"
Light Cav Col/Open16"/18"Medium Cav Line11"
Medium Cav Col/Open13"/15"Heavy Cav Line8"
Heavy Cav Col/Open10"/12"Horse / Foot Art limbered8"/4"
Formation OR facing change costs 1/2 move. Both together cost full move. Unformed movement = 1/2 Column movement.

2. Activation Phase Sub-Steps — §F.5.1.1

StepProcedure
1Continued Broken Movement.
2Skirmisher Deployment.
3Movement Charge Step.
4Alternating Activations.
5Fire Charge Step.
6End of Activations.
Each Charge Step occurs no more than once per turn.

5. Initiative & NCM — §§F.4.8-F.4.9.3

ItemRule
Initiative1D6 + sum of eligible commander CR modifiers.
WinnerChooses whether to activate first or second.
TiesCompare highest CR commanders, then next; if still tied, reroll Initiative die.
NCMOnce per game; declare before roll. May modify Initiative, fire, charge/melee, Rally, Morale, or Commander Casualty roll.
NationNCMNationNCM
France pre/post 1812+3/+2Britain+2
Prussia pre/post 18060/+2Russia pre/post 18120/+1
Portugal+1Austria pre/post 18090/+1
Spain0

8. Formation Effects — §§1.1.1-1.1.1.1

FormationKey Effects
Infantry Line+1 fire; +1 receiving charge.
Infantry ColumnFaster; +1 charging; -1 firing; target in Column +1.
Square+3 vs cavalry; -2 firing; 2" move.
Open OrderSkirmish posture; harder artillery/fire target; cannot act like formed troops.
Cav LineBroad frontage; controls ground.
Cav ColumnMovement/approach; easier artillery target.

3. Command Actions — §§F.4.3-F.4.5

Formula / CostValue
Generate CAD + 1D6 + ACR
Activate 1 brigade: Move, Fire, or Charge1 CA
Forced March+1 CA + activation
Double Action+2 CA + activation
Double Volley+1 CA + activation
Attach Commander / Rally1 CA each
Grand Battery / Massive Grand Battery2 CA / 3 CA
Second Support+1 CA

6. Group Activation — §§F.4.6-F.4.6.1

# BrigadesBaseSurchargeTotal
21 CA+12 CA
31 CA+23 CA
41 CA+23 CA
51 CA+34 CA
61 CA+34 CA
All participating brigades perform the same Normal Action. Special Actions add their own per-brigade cost plus one +1 CA group surcharge.

9. Battlefield States — §§F.2.5, 5.1.1-5.1.4

StateMain Effect
FreshFully effective.
WornFatigued; selected penalties; no Fire Support; may give Morale Support.
DisorderedCannot charge; combat penalties.
BrokenRouted; flees; may be eliminated if contacted or Broken again.
IncohesiveSpacing failure; halts, defends, limited actions until reformed.
UnformedTemporary formation loss; cannot charge, Double Action, or Forced March.
SizeDisorderedBroken
Small3 markers4 markers
Medium4 markers5 markers
Large5 markers6 markers
Drums at Dawn Quick Reference Tables: Terrain, LOS, Fire & Artillery
Core play aid · Version 10.7 Beta
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10. Line of Sight — §§2.1-2.1.4

LOS RuleSummary
Basic LOSTrace from firing unit front-center to target's nearest visible edge.
BlocksWoods, buildings, villages, crests, formed brigades, and agreed blocking terrain.
Edge of featureAt least half front edge touching boundary can see/fire out and be seen/fired upon.
Charge LOSAttacker must have LOS and legal path to declare charge.
Artillery corridorClear corridor as wide as actual battery frontage.
Overhead fireHill + friendly closer + target at least twice as far, or allowed elevation case.

11. Small Arms & Fire Roll — §§2.2.1, 2.3.1

WeaponLine/ColumnOpen Order
Musket2"3"
Rifle3"4"
Fire Combat: 2D6 + Firepower + Position + Condition vs TN 7.
MoSFire Result
0 or lessNo effect
+1 to +21 Disorder Marker
+3 to +4Retreat + 1 Disorder Marker
+5 or moreTarget becomes Broken

12. Fire Modifiers — §§2.3.2-2.3.6

FirepowerModPosition / ConditionMod
Infantry Line+1Target Open+1
Infantry Column-1Target Column+1
Skirmish / Open-2Target Open Order-2
Small / Large bde-1/+1Light / Medium / Heavy cover-1/-2/-3
Rifles+1High ground firing downhill+1
First Volley+1Target Disordered / Broken+1/+2
Militia / Conscript-2/-1Firer moved / Worn-1/-1
Veteran / Elite+1/+2Firer Disordered / Incohesive-2/-1
Fire Support1 re-rollWorn target0

13. Terrain Effects — Bare Bones — §§1.3.1-1.3.2

TerrainInfantryCavalryArtilleryCombat Effect
RoadColumn +2"Column +2"Limbered +2"No cover by itself
Prepared PathColumn -1"Column -1"Limbered -1"Ignores surrounding terrain movement penalty; no Road bonus
Open GroundFullFullFullNo modifiers
Trench / Ditch-2", Unformed-2", UnformedImpassableObstacle as scenario defines
Low Wall / Hedge1/2 move, Unformed-3", UnformedImpassableObstacle/cover as scenario defines
Hill uphill-2", Unformed-3", no charge bonus, UnformedLimbered only -2"Firing downhill +1
Light Woods-2"; Line/Column/Skirmish OK1/2 move; Unformed; no chargesLimbered -3"; no fire insideLight cover -1
Dense Woods-3"; Column/Skirmish onlyImpassableImpassableMedium cover -2
Village-3"; Column/Skirmish only1/2 move; Unformed; no chargesRoad/edge onlyHeavy cover -3; melee defender +2
Vineyard/Rough-2", Unformed-3", no charge distance bonus; Unformed after chargeLimbered -2"; no unlimber in roughLight cover -1; cav charge -2, no bonus
Marsh/Bog1/2 move, UnformedImpassableLimbered 1/2 moveTarget -1 to be hit
Minor Stream1/2 move, Unformed1/2 move, Unformed; no chargeLimbered 1/2 moveTarget in water +1
Major RiverBridge/ford only, UnformedBridge/ford only, UnformedLimbered only, 1/2 moveTarget on bridge +2

14. Artillery Ranges — §§2.2.2-2.2.2.2

CaliberCloseShortEffectiveLongMaxBounce
3-pdr1"3"8"10"12"4"
4-pdr1"3"8"10"12"4"
6-pdr1"3.5"10"14"16"5"
8-pdr2"4"11"15"18"6"
9-pdr2"4"12"17"20"6"
12-pdr3"4.5"12"17"20"7"
Unicorn 10-pdr2"5"12"17"20"None
Unicorn 12-pdr3"6"13"18"22"None
Unicorn 18-pdr4"8"15"21"26"None
18-pdr Fixed4"8"16"22"27"None
24-pdr Fixed6"12"20"26"32"None

16. Bounce Through — §2.2.2.4

RuleEffect
WhenEffective, Long, or Maximum range only.
WhoOne nearest eligible infantry, cavalry, or artillery unit beyond primary target.
StopsBlocking terrain, crest, building, fortification.
ModifierSame original 2D6 roll, plus normal mods, plus -2 Bounce.
LimitAt most 1 Disorder Marker; skirmishers never eligible.

15. Artillery Modifiers — §§2.2.2.2-2.2.2.3

RangeMod
Close+3
Short+2
Effective+1
Long-1
Maximum-3
TargetMod
Inf Square+2
Inf Column+1
Inf Line0
Inf Open Order-3
Art limbered/unlimbered+1/0
Use artillery target modifiers instead of standard target formation modifiers.
Drums at Dawn Quick Reference Tables: Charges, Shock Combat, Support & Artillery Defense
Core play aid · Version 10.7 Beta
Page 3 of 4

17. Charge Windows & Eligibility — §§F.5.3, 3.1.2.2-3.1.2.4

Charge WindowTiming
Movement Charge StepBefore normal alternating activations.
Fire Charge StepImmediately before first normal firing activation; Fire + Charge only here.
EligibilityRule
StateNot artillery, Disordered, Broken, Incohesive, or Open Order.
ActivationMust not have activated earlier; Support that counts as activation blocks charge.
LimitOne charge per brigade per turn.
WornMay charge, but uses Worn charge penalties.
MilitiaSpecial Open Order exception; if it loses melee, eliminated.

20. Charge Reaction Test — §3.1.3.3

SituationRoll / Effect
Charged from Flank/RearRoll 2D6.
7+Defender may pivot to face; no flank/rear bonus.
6 or lessCaught flatfooted; attacker receives facing bonus.
ArcAttacker Bonus if CRT Fails
Front+0
Flank+2
Rear+4
SquareAlways front; no flank/rear.

23. Brigade Size in Shock — §3.1.7

Relative SizeShock Mod
Attacker two size classes larger+2
Attacker one size class larger+1
Same size0
Attacker one size class smaller-1
Attacker two size classes smaller-2

26. Artillery Support / Defense — §§2.4.2-2.4.2.4, 3.3

ItemRule
Artillery SupportUnlimbered, unactivated, clear LOS, Effective Range or closer, target not melee/within 2" friendly.
EffectOne support = re-roll lowest D6 once. Max two re-rolls; second support +1 CA.
Counter-BatteryOne eligible unactivated battery declares after enemy artillery attack; resolve original first, then counter-fire; counts as activation.
Unlimbered charged frontResolve normally; if contacted through Flank/Rear, battery eliminated.
Limbered contactedCavalry contact eliminates; infantry contact forces normal retreat.
Artillery may not fire at a target in melee or within 2" of a friendly brigade.

18. Charge Sequence — §3.1.2.5

StepProcedure
1Declare charge, target, participants; pay CA.
2Check eligibility, LOS, distance, path.
3Declare Charge, Morale, and Artillery Support.
4Defender reactions: morale, evade, square, CRT, counter-charge.
5Move chargers.
6Resolve Defensive / Opportunity Fire.
7Apply state changes during charge.
8Establish contact; resolve shock later in Combat Phase.

21. Shock Results — §§3.1.7, 3.2.1.8

Shock Roll: 2D6 + net charge modifier vs TN 7.
MoSShock Result
0Locked in Melee; place Melee marker.
1-2Loser gains 1 Disorder Marker; hold/lock or voluntary retreat 1/2 move.
3-4Loser retreats 1/2 move and gains 1 Disorder Marker; winner may advance 2".
5+Loser Broken; winner may advance 2"; eligible primary charger may Breakthrough.
Breakthrough: MoS +5; one eligible enemy within 4"; no new CA; never chains.

24. Cavalry Charge Terrain — §1.3.2.1

TerrainLightMediumHeavy
Open/downhillAllowedAllowedAllowed
UphillAllowed; no bonus-1; no bonusNo
Woods / Marsh / BogNoNoNo
VillageRoad only if scenario permits; no ImpactRoad only; no ImpactRoad only; no Impact
Vineyard / Rough-2; no bonus; Unformed after-2; no bonus; Unformed after-2; no bonus; Unformed after
Stream / FordNoNoNo
BridgeScenario clear route onlyScenario clear route onlyScenario clear route only

19. Charge Distance & Impact — §§3.1.2.5, 3.2.1.1

Unit TypeImpactDistance Bonus
Light Infantry-2Line +3" / Column +5"
Line Infantry0Line +3" / Column +5"
Heavy Infantry+1Line +3" / Column +5"
Light Cavalry+1Line +3" / Column +5"
Medium Cavalry+2Line +3" / Column +5"
Heavy Cavalry+3Line +3" / Column +5"
Formation Impact: Infantry Column +1; Cavalry Column +0; Line +0.

22. Charge Modifiers — §§3.1.7, 3.2.1.1

AttackerMod
Disordered during charge-2
Conscript-1
Veteran+1
Elite+2
Militia in Open Order-2
DefenderMod
Line receiving+1
Column receiving-1
Square vs cavalry+3
Behind obstacle+2
Disordered / Worn-2 / -1
Conscript / Veteran / Elite-1 / +1 / +2
Net Charge Modifier = Impact + attacker mods - defender receiving mods.

25. Morale / Charge Support — §§3.4.1-3.4.3.1

SupportRule
Morale SupportOne unactivated Fresh or Worn brigade within 2"; LOS to supported brigade; counts as activation; +1 max.
Cavalry WeightLight may receive from any cavalry; Medium from Medium/Heavy; Heavy from Heavy only.
Combined ArmsInfantry with Fresh/Worn cavalry within 3" may claim normal +1; Cavalry with Fresh/Worn infantry within 2" may claim +1 vs enemy cavalry.
RestrictionsNo Disordered, Broken, Incohesive, Locked in Melee, or artillery Morale Support. Squares support only squares.
Drums at Dawn Quick Reference Tables: Special Actions, Rally, Morale, Cohesion, Skirmishers & Victory
Core play aid · Version 10.7 Beta
Page 4 of 4

27. Fire Support — §§2.4.1-2.4.1.1

Requirement / EffectRule
Who may provideFresh infantry only; not Militia.
Distance / LOSWithin 2" of primary firer; must have LOS to target.
RestrictionsNo Worn, Disordered, Broken, Incohesive; no brigades in villages/dense woods.
ActivationCounts as supporting brigade's activation.
Effect1 re-roll per support; max 2.
CostFirst support free with attack; second support +1 CA.
Double ActionSupporting brigade may not perform Double Action that turn.

30. Special Actions — §§1.4, F.4.15, 2.5

ActionCost / RequirementEffect
Forced March+1 CA + activation; in Command RangeInf x2; Cav x3; becomes Worn; cannot fire/charge/support that turn.
Double Action+2 CA + activation; Fresh; in Command RangeExtra action option; becomes Worn; may receive but not provide Support.
Fire + ChargeFresh infantry; Fire Charge Step only; 3 CA totalFire and charge same target; no Double Volley; becomes Worn after action.
Double Volley+1 CA + activation; Fresh stationaryFire twice at same target; second volley -1; becomes Worn; no fire next turn.

33. Retreat, Broken & Negative Proximity — §§5.2.1, 5.2.4-5.2.6

SituationEffect
RetreatFall back 1/2 current formation movement unless rule states otherwise.
BrokenRout away from nearest enemy; cannot act normally.
Broken again / contactedEliminated.
Forced RetreatIf flanked/reared with Disorder Markers >= Forced Retreat Threshold, retreat before combat unless Attached commander test holds.
Negative ProximityFriendly Break within 2": test in Morale Phase. 7+ no effect; 6 or less gain 1 Disorder Marker; commander within 2" gives +1.

36. Army Morale & Victory — §§9.1-9.3

TriggerRollResult
Half or more army brigades Broken/Eliminated2D68+ holds; 7 or less mandatory retreat, game ends.
Scenario objectivesScenarioUse scenario victory conditions if different.
Count distinct brigades: once Broken/Eliminated, it remains counted even if rallied; do not count twice if later eliminated.

28. Support Eligibility — §§2.4.1.1, 3.4.1

State / TypeFire SupportMorale Support
FreshYesYes
WornNoYes
DisorderedNoNo
BrokenNoNo
IncohesiveNoNo
MilitiaNoYes, if eligible
ArtilleryArtillery Support onlyNo
A brigade may not provide Fire Support and Morale Support in the same turn.

31. Rally & Worn Recovery — §§5.1.4.5, 5.2.7-5.2.17

ItemRule
Rally timing/costEnd Phase; 1 CA; one step per turn.
Roll2D6 >= 7 succeeds.
CommanderWithin 2" gives +1. Relay chain permits attempt but gives no +1.
Broken RallyCommander must be Attached; Broken -> Disordered.
Disordered RallyCommander does not need to Attach; Disordered -> Worn.
Fire AttritionSuccessful Rally from Disordered reduces max Disorder capacity by 1.
Worn RecoveryFull turn of rest: no activate, move, fire, fired upon, or charged; Worn -> Fresh in End Phase.

34. Cohesion — §§5.1.5-5.1.8

RuleEffect
SpacingEach stand must stay within 3" of another stand connected to the commander's chain.
Losing cohesionHalf or more stands, rounded up, no longer connected -> Incohesive.
IncohesiveHalts, defensive posture; cannot charge, Double Action, Forced March, or receive new orders.
RestoreCommander re-establishes chain to at least half the stands; one full turn of focused reforming.

37. Tactical Memory Box — QRT summary

SituationRemember
Line / Column / SquareFirepower / movement & attack / anti-cavalry emergency.
Cavalry rolesLight finds weakness; Medium exploits; Heavy breaks.
ArtilleryUnsupported guns are prey; supported guns are bait.
Worn brigadeMay give Morale Support, not Fire Support.
CASpend it where the battle will be decided.

29. Return & Defensive Fire — §§2.3.7-2.3.8

TypeTrigger / Limits
Return FireTarget of enemy fire; fire back at attacker if LOS, arc, range. First Return Fire by unactivated brigade counts as activation, costs no CA.
Moved earlierMay Return Fire; apply moved -1.
Already firedMay make one additional Return Fire at -1, then no more fire/reaction.
Defensive FireTriggered by declared charge; resolve during charge sequence.
LimitsNo First Volley, Fire Support, Artillery Support, Double Volley, or Special Action.

32. Morale Tests — §§5.2.2-5.2.3.2

RollResult
2D6 >= 7Pass; no additional effect.
6 or lessFail; apply current-state result.
Current StateFailed Test
FreshDisordered
WornDisordered
DisorderedBroken
BrokenEliminated
IncohesiveDisordered; if already Disordered, Broken

35. Skirmishers — §§4.3.1-4.3.5

ItemRule
DeploymentEligible parent brigade; costs 1 CA; counts as parent activation.
LimitsRemain within parent control distance; recall if parent charged/worsens, skirmishers too far, or threshold reached.
RecallRemove skirmisher; parent gains 1 Disorder Marker.
Fire vs formedFormed units ignore direct Retreat/Broken from skirmish fire; apply Disorder Markers.
ArtilleryReduced effect; no Bounce Through; Grand Battery may not target skirmishers.