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Due credit is given to Tanzanica, The Major General, the British Empire , Darkest Africa, The Red Shadow and others who inspired this type of game.
Nominally in charge of this expedition, you, Sir Harry Flashman VC, are in a pickle. Your womanising habits and arrant cowardice have gotten you into bother again. After a visit to the Royal Morvalistan Society (to ogle Alicia Canardlie-Beherd) you accepted an invitation to dinner. The little stunner was captivated and you were soon on intimate terms (and with her mother too). Then a little later she went off with her father on another wretched expedition. You accompanied her mother, just to be sociable, of course. Alicia managed to disappear and a rescue was proposed at dinner. You agreed to lead it in bed that night with her mother. Dashed persuasive she was. The result is that you are here, half way to nowhere, in a dirty steamer, armed to the teeth and surrounded by hostiles. It is rumoured that Count Rudi von Strickland your old enemy is in Morvalistan. Sent there by Bismarck to cause trouble no doubt.
Aims: 1.
To free the prisoners 2. To
protect settlers 3. To suppress
slavery 4.
To refuel with 5 loads of wood.
Name |
No of Figs |
Status |
Weapons |
W |
Cr |
D |
CC |
BCC |
Dwds |
Crl |
Swim |
Melee Bonus |
Shooting Bonus |
Remarks |
Flashman |
1 |
Veteran |
Sword + 2 pistols |
4,5 |
6 |
7 |
5 |
3 |
2 |
2 |
2 |
2 |
0 |
Coward |
Capt McAbre |
1 |
Veteran |
Sword + 1 pistol |
3,4 |
5 |
6 |
5 |
3 |
2 |
2 |
1.5 |
0 |
2 |
Professional |
Lt Plumpudding |
1 |
Average |
Sword + 1 pistol |
3,4 |
5 |
6 |
5 |
3 |
2 |
2 |
1.5 |
1 |
1 |
|
Lucy |
1 |
Veteran |
Pistol |
3,4 |
5 |
6 |
5 |
3 |
2 |
2 |
2 |
-2 |
-1 |
Nurse |
Havildar |
1 |
Veteran |
BL Rifle |
3,4 |
5 |
6 |
5 |
3 |
2 |
2 |
na |
1 |
1 |
|
Sepoy |
4 |
Average |
BL Rifle |
2,3 |
4 |
5 |
5 |
3 |
2 |
2 |
na |
0 |
0 |
|
Steamer Captain |
1 |
Veteran |
Pistol + cutlass |
3,4 |
5 |
6 |
5 |
3 |
2 |
2 |
1.5 |
0 |
0 |
|
Engineer |
1 |
Average |
Pistol + cutlass |
2,3 |
4 |
5 |
5 |
3 |
2 |
2 |
1.5 |
1 |
1 |
|
Steamer Crew |
2 |
Average |
Pistol + cutlass |
2,3 |
4 |
5 |
5 |
3 |
2 |
2 |
1.5 |
-1 |
0 |
|
Weapon |
Rld |
S |
M |
L |
E |
Str |
Crew |
Remarks |
Nordenfelt 0.5” 5 barrel |
3 |
10” d6 |
20” d6-1 |
30” d6-2 |
40” d6-3 |
1 |
2 |
Fires up to 5 bursts per turn double 1 means jam. |
Weapon |
Rld |
S 6+ |
M 7+ |
L 8+ |
E 10 |
Str |
Remarks |
|
||||||||||||
Adams Revolver |
2 |
4 |
8 |
|
|
-2 |
5 shots 1 per 1” |
|
||||||||||||
B/L rifle |
1 |
8 |
18 |
24 |
30 |
0 |
Also magazine fed |
|
||||||||||||
Gun
|
Crew |
Rld |
S
4+ |
M
5+ |
L
6+ |
E
7+ |
ShotStr |
Shell
Burst |
Shell
Strike |
Shrapnel
burst |
Shrapnel
Strike |
Shot
Breach |
||||||||
Pack
RML |
3 |
3 |
10 |
20 |
30 |
40 |
4 |
2” |
-2 |
3” |
-3 |
1 |
||||||||
Healing skills can heal one level on d10 roll of 6+, a score of 10 heals all wounds. On a “dead” named character a roll of 9 or 10 means healed to “wounded”.
May make a maximum of two attempts per turn but must be on different figures.
2.
THE FORCE PUBLIQUE
The Colonel’s “cousin” was travelling to meet him when her steamer ran aground and was wrecked. The party was ambushed as it tried to march to the coast. They disappeared without trace but reports of a white woman being held for sacrifice reached the Colonel. The description fitted his “cousin”. He went into a fearful rage and called upon you to lead a rescue mission. The only transport available was the new steam ram “Kangu”, unkindly nicknamed “The Colonel” by the troops. I leave you to work out why! You selected a detachment of your most loyal troops. You have received a telegram that you are to assist the British in rescuing the lost Professor and his daughter. The Colonel has made it clear where your priorities lie.
Aims: 1. Rescue the Colonel’s paramour, Baroness Helga Trimmvigger, captured by the natives.
2. Punish the natives.
3.
Take as much loot and captives as possible.
Name |
No of Figs |
Status |
Weapons |
W |
Cr |
D |
CC |
BCC |
Dwds |
Crl |
Swim |
Melee Bonus |
Shooting Bonus |
Remarks |
Major De Ath |
1 |
Veteran |
Sword + 2 pistols |
3,4 |
5 |
6 |
5 |
3 |
2 |
2 |
2 |
2 |
0 |
Ruthless |
Lt Camembert |
1 |
Average |
Sword + 1 pistol |
3,4 |
5 |
6 |
5 |
3 |
2 |
2 |
1.5 |
1 |
1 |
|
Sergeant |
1 |
Veteran |
BL Rifle |
2,3 |
4 |
5 |
5 |
3 |
2 |
2 |
na |
1 |
1 |
|
Askari |
4 |
Average |
BL Rifle |
2,3 |
4 |
5 |
5 |
3 |
2 |
2 |
na |
0 |
0 |
|
Steamer Captain |
1 |
Veteran |
Pistol + cutlass |
3,4 |
5 |
6 |
5 |
3 |
2 |
2 |
1.5 |
0 |
0 |
|
Engineer |
1 |
Average |
Pistol + cutlass |
2,3 |
4 |
5 |
5 |
3 |
2 |
2 |
1.5 |
1 |
1 |
|
Stoker |
1 |
Average |
Cutlass + Wrench |
2,3 |
4 |
5 |
5 |
3 |
2 |
2 |
1.5 |
-1 |
0 |
|
Weapon |
Rld |
S |
M |
L |
E |
Str |
Crew |
Remarks |
Gatling 0.5” |
2 |
10” d6+1 |
20” d6 |
30” d6-1 |
40” d6-2 |
1 |
2 |
Fires up to 4 bursts per turn double 1 or 2 means jam. |
Weapon |
Rld |
S 6+ |
M 7+ |
L 8+ |
E 10 |
Str |
Remarks |
Colt Revolver |
2 |
4 |
8 |
|
|
-3 |
6 shots 1 per 1” |
B/L rifle |
1 |
8 |
18 |
24 |
30 |
0 |
Also magazine fed |
Name |
No of Figs |
Status |
Weapons |
W |
Cr |
D |
CC |
BCC |
Dwds |
Crl |
Swim |
Melee Bonus |
Shooting Bonus |
Remarks |
Lucille |
1 |
Veteran |
Pistol |
3,4 |
5 |
6 |
5 |
3 |
2 |
2 |
2 |
-2 |
-1 |
Nurse |
Healing skills can heal one level on d10 roll of 6+, a score of 10 heals all wounds. On a “dead” named character a roll of 9 or 10 means healed to “wounded”.
May make a maximum of two attempts per turn but must be on different figures.
3.
THE MARZIBARIS
You have been sent by the Caliph of Marzibar to collect
the slaves and treasure from the fort. Usually
you have to run the gauntlet of the British but you hear that they are
otherwise occupied in a rescue mission. The Caliph has promised that you will “assist” in the
rescue. This should guarantee
that you get in without trouble from the British.
The rumours from the area show that there is a remarkable amount of
treasure and slaves to be taken. The
natives have been telling lies for years!
They are far richer that previously thought. Their tributes have been very low. The Caliph wants them punished.
The Infidels have also established a mission. This, too, needs to be eradicated. If there are white slaves to be taken so much the better!
You are just the man to do it.
Aims: 1. Reach the fort and bring out the slaves and treasure. 2. Take additional slaves and treasure 3.Punish the natives by setting fire and plundering their villages and livestock. 4. Loot the mission 5. Don’
Name |
No of Figs |
Status |
Weapons |
W |
Cr |
D |
CC |
BCC |
Dwds |
Crl |
Swim |
Melee Bonus |
Shooting Bonus |
Remarks |
Sheikh Darq Ali |
1 |
Veteran |
Sword + 2 Colts |
4,5 |
6 |
7 |
5 |
3 |
2 |
2 |
2 |
2 |
0 |
|
Dijah Brin Zebir |
1 |
Veteran |
Sword + 1 Colt |
3,4 |
5 |
6 |
5 |
3 |
2 |
2 |
1.5 |
0 |
2 |
|
Bir Khan |
1 |
Average |
Sword + 1 pistol |
3,4 |
5 |
6 |
5 |
3 |
2 |
2 |
na |
1 |
1 |
|
Marzibaris Rifles |
4 |
Average |
Dagger + BL Rifle |
2,3 |
4 |
5 |
5 |
3 |
2 |
2 |
1.5 |
0 |
0 |
|
Green Dhow Master |
1 |
Average |
Tulwar + B/L Rifle |
2,3 |
4 |
5 |
5 |
3 |
2 |
2 |
1.5 |
1 |
1 |
|
Green Dhow Crew |
4 |
Average |
Tulwar + dagger |
2,3 |
4 |
5 |
5 |
3 |
2 |
2 |
1.5 |
-1 |
0 |
|
Imam Mogh Adon |
1 |
Veteran |
Tulwar |
3,4 |
5 |
6 |
6 |
4 |
2 |
2 |
1.5 |
0 |
0 |
Healer |
Weapon |
Rld |
S 6+ |
M 7+ |
L 8+ |
E 10 |
Str |
Remarks |
Pistol |
3 |
3 |
6 |
|
|
-3 |
single shot |
Colt Revolver |
2 |
4 |
8 |
|
|
-3 |
6 shots 1 per 1” |
B/L rifle |
1 |
8 |
18 |
24 |
30 |
0 |
Also magazine fed |
Gun
|
Crew |
Rld |
S
4+ |
M 5+ |
L 6+ |
E
7+ |
Shot
Str |
Shell
Burst |
Shell
Strike |
Shot
Breach |
Pack
ML |
3 |
3 |
8 |
16 |
24 |
32 |
3 |
2” |
-2 |
1 |
You are returning from a successful raid into King Kumpha Dinna’s lands. You have treasure and slaves and not a man lost! The day is right for the sacrifice and you intend to be there so that the High Priest does not usurp any more of your power. In the distance you can see the smoke of the Fire Canoes and the masts of the Arab Dhows this means trouble. Hurrying forward the drums begin to beat telling of the white devils and the Arabs streaming ashore. The villages are in danger. The Arab id the hated tax collector and slave trader Sheikh Yusuf Ben Khazi.
Aims: 1. Protect villages 2. Defeat the hated white devils and collect their heads. 3. Recover slaves from Arabs (even if paid for) 4. Ensure no Arab survivors
Name |
No of Figs |
Status |
Weapons |
W |
Cr |
D |
CC |
BCC |
Dwds |
Crl |
Swim |
Melee Bonus |
Shooting Bonus |
Remarks |
Chief Pawtbelli |
1 |
Veteran |
Spear + Colt |
3,4 |
5 |
6 |
6 |
5 |
4 |
2 |
2 |
2 |
-1 |
Ruthless |
Witchdoctor |
1 |
Sorcerer |
None |
3,4 |
5 |
6 |
6 |
5 |
4 |
2 |
2 |
-2 |
-2 |
Healer |
Kwa-Simba |
1 |
Veteran |
Spear + sword |
3,4 |
5 |
6 |
6 |
5 |
4 |
2 |
2 |
2 |
0 |
Shield str 4 |
Lion Warriors |
4 |
Average |
Spear + sword |
2,3 |
4 |
5 |
6 |
5 |
4 |
2 |
1.5 |
1 |
1 |
Shield str 4 |
War lion |
2 |
Animal |
Teeth + Claws |
3,4 |
5 |
6 |
8 |
6 |
4 |
na |
2 |
2 |
Na |
Na |
Spear leader |
1 |
Veteran |
Spear + throw Sp |
2,3 |
4 |
5 |
6 |
5 |
4 |
2 |
1.5 |
1 |
1 |
Shield str 4 |
Spearmen |
8 |
Average |
Spear + throw Sp |
1,2 |
3 |
4 |
6 |
5 |
4 |
2 |
1.5 |
0 |
0 |
Shield str 4 |
Amazon Leader |
1 |
Average |
Spear + throw Sp |
2,3 |
4 |
5 |
6 |
5 |
4 |
2 |
1.5 |
1 |
0 |
|
Amazon |
8 |
Average |
Spear + throw Sp |
1,2 |
3 |
4 |
6 |
5 |
4 |
2 |
1.5 |
0 |
0 |
|
Musketeers |
5 |
Average |
Rifled musket |
1,2 |
3 |
4 |
6 |
5 |
4 |
2 |
1.5 |
-1 |
0 |
|
Followers |
4 |
Average |
dagger |
1,2 |
3 |
4 |
6 |
5 |
4 |
2 |
1.5 |
-2 |
-2 |
|
Slaves |
6 |
|
|
1,2 |
3 |
4 |
5 |
4 |
3 |
2 |
1.5 |
-2 |
0 |
|
Cattle |
6 |
Average |
|
3,4 |
5 |
6 |
5 |
3 |
2 |
2 |
1.5 |
-1 |
0 |
|
Weapon |
melee bonus |
1RB |
Strike |
Remarks |
|
|||||||
sword |
0 |
+1 |
0 |
|
|
|||||||
Stabbing spear |
-1 |
+2 |
0 |
|
|
|||||||
Knobkerry |
+1 |
+1 |
-1 |
Stun hit 2+ |
|
|||||||
Weapon |
Rld |
S 6+ |
M 7+ |
L 8+ |
E 10 |
Str |
Remarks |
|||||
Throwing Spear |
1 |
5 |
|
|
|
-3 |
native |
|||||
Colt Revolver |
2 |
4 |
8 |
|
|
-3 |
6 shots 1 per 1” |
|||||
Rifled musket |
4 |
6 |
12 |
18 |
24 |
-2 |
|
|||||
Healing skills can heal one level on d10 roll of 6+, a score of 10 heals all wounds. On a “dead” named character a roll of 9 or 10 means healed to “wounded”.
May make a maximum of two attempts per turn but must be on different figures.
5. PRINCE WOTMIWORRI
You have been left in charge of the kingdom while your father is out raiding. He is expected back today for the sacrifice ritual. Indeed the drummers are telling you that he is close by now. The white devils are arriving in strength and so are the evil Arabs. Already two fire canoes are landing troops. You always thought it was a bad idea to sacrifice a white woman. Your younger half brother, the heir to the throne and high priest, insisted and so it was. In the past the white men have always left you alone. The Great White Queen even sent presents last year. If the high priest fails to survive so much the better.
Aims: 1. Protect the village and property. 2. Defeat hated Arabs. 3. Recover all slaves. 4. Either return or keep white slaves depending upon results!
Note: The succession is determined, not by order of birth but by the seniority of the wife.
Name |
No of Figs |
Status |
Weapons |
W |
Cr |
D |
CC |
BCC |
Dwds |
Crl |
Swim |
Melee Bonus |
Shooting Bonus |
Remarks |
Prince Wotmiworri |
1 |
Veteran |
Spear + Colt |
3,4 |
5 |
6 |
6 |
5 |
4 |
2 |
2 |
2 |
-1 |
Ruthless |
Witchdoctor |
1 |
Sorcerer |
None |
3,4 |
5 |
6 |
6 |
5 |
4 |
2 |
2 |
-2 |
-2 |
Healer |
Spear leader |
1 |
Veteran |
Spear + throw Sp |
2,3 |
4 |
5 |
6 |
5 |
4 |
2 |
1.5 |
1 |
1 |
Shield str 4 |
Spearmen |
12 |
Average |
Spear + throw Sp |
1,2 |
3 |
4 |
6 |
5 |
4 |
2 |
1.5 |
0 |
0 |
Shield str 4 |
Skirmisher Leader |
1 |
Average |
Spear + 2 throw Sp |
2,3 |
4 |
5 |
6 |
5 |
4 |
2 |
1.5 |
1 |
0 |
Shield str 4 |
Skirmishers |
8 |
Average |
Spear + 2 throw Sp |
1,2 |
3 |
4 |
6 |
5 |
4 |
2 |
1.5 |
0 |
0 |
Shield str 4 |
Archers |
6 |
Average |
Bow |
1,2 |
3 |
4 |
6 |
5 |
4 |
2 |
1.5 |
-1 |
0 |
Shield str 4 |
Ruga Ruga Leader |
1 |
Veteran |
Rifled BL |
3,4 |
5 |
6 |
6 |
5 |
4 |
2 |
1.5 |
-2 |
-2 |
|
Ruga Ruga |
3 |
Veteran |
Rifled BL |
2,3 |
4 |
5 |
6 |
5 |
4 |
2 |
1.5 |
-2 |
0 |
|
Cattle |
6 |
Average |
|
3,4 |
5 |
6 |
5 |
3 |
2 |
2 |
1.5 |
-1 |
0 |
|
Weapon |
melee bonus |
1RB |
Strike |
Remarks |
sword |
0 |
+1 |
0 |
|
Stabbing spear |
-1 |
+2 |
0 |
|
Weapon |
Rld |
S 6+ |
M 7+ |
L 8+ |
E 10 |
Str |
Remarks |
Throwing Spear |
1 |
5 |
|
|
|
-3 |
native |
Colt Revolver |
2 |
4 |
8 |
|
|
-3 |
6 shots 1 per 1” |
Bow |
1 |
6 |
12 |
18 |
24 |
-3 |
-2 at short |
B/L rifle |
1 |
8 |
18 |
24 |
30 |
0 |
|
Healing skills can heal one level on d10 roll of 6+, a score of 10 heals all wounds. On a “dead” named character a roll of 9 or 10 means healed to “wounded”.
May make a maximum of two attempts per turn but must be on different figures
6.
HIGH PRIEST WANNABI DIBAHZ
To reinforce your position you intend to carry out the sacrifice on this most important day. You have a white demon sorceress to sacrifice despite the arguments with your half brother Prince Wotmiworri. He thinks the White Devils will interfere. Everything was going well until the fire canoes were sighted yesterday. Your father is hurrying back. You must secure credit for the defeat of the White Devils. You have, against the king’s orders, accepted the help of some white devils. Their leader hates the British leader. They are your secret weapons! The King must never see them.
Aims: 1. Carry out sacrifice on turn 10. 2. Prevent desecration of pyramid 3. Defeat hated white devils 4. Collect as many white females for sacrifice as possible
Name |
No of Figs |
Status |
Weapons |
W |
Cr |
D |
CC |
BCC |
Dwds |
Crl |
Swim |
Melee Bonus |
Shooting Bonus |
Remarks |
High Priest |
1 |
Veteran |
Spear + Colt |
3,4 |
5 |
6 |
6 |
5 |
4 |
2 |
2 |
2 |
-1 |
Ruthless |
Mgumbi |
1 |
Hero |
Spear + sword |
3,4 |
5 |
6 |
6 |
5 |
4 |
2 |
2 |
3 |
0 |
Shield str 4 |
Spear leader |
1 |
Veteran |
Spear + throw Sp |
2,3 |
4 |
5 |
6 |
5 |
4 |
2 |
1.5 |
1 |
1 |
Shield str 4 |
Spearmen |
12 |
Average |
Spear + throw Sp |
1,2 |
3 |
4 |
6 |
5 |
4 |
2 |
1.5 |
1 |
0 |
Shield str 4 |
Archer Leader |
1 |
Average |
Bow |
2,3 |
4 |
5 |
6 |
5 |
4 |
2 |
1.5 |
1 |
0 |
|
Archer |
6 |
Average |
Bow |
1,2 |
3 |
4 |
6 |
5 |
4 |
2 |
1.5 |
0 |
0 |
|
Musketeer leader |
1 |
Average |
Rifled Musket |
2,3 |
4 |
5 |
6 |
5 |
4 |
2 |
1.5 |
1 |
0 |
|
Musketeers |
4 |
Average |
Rifled musket |
1,2 |
3 |
4 |
6 |
5 |
4 |
2 |
1.5 |
-1 |
0 |
|
Lt von
Strickland |
1 |
Veteran |
Sword + Mauser |
4,5 |
6 |
7 |
5 |
4 |
3 |
1.5 |
3 |
2 |
2 |
Ruthless |
Feldwbl I C Nutting |
1 |
Veteran |
BL Rifle |
3,4 |
5 |
6 |
5 |
4 |
3 |
1.5 |
1 |
2 |
2 |
Obstinate |
Weapon |
melee bonus |
1RB |
Strike |
Remarks |
|
|||||||
sword |
0 |
+1 |
0 |
|
|
|||||||
Stabbing spear |
-1 |
+2 |
0 |
|
|
|||||||
Weapon |
Rld |
S 6+ |
M 7+ |
L 8+ |
E 10 |
Str |
Remarks |
|||||
Throwing Spear |
1 |
5 |
|
|
|
-3 |
native |
|||||
Bow |
1 |
6 |
12 |
18 |
24 |
-3 |
-2 at short |
|||||
Colt Revolver |
2 |
4 |
8 |
|
|
-3 |
6 shots 1 per 1” |
|||||
Rifled musket |
4 |
6 |
12 |
18 |
24 |
-2 |
|
|||||
Mauser |
2 |
4 |
8 |
|
|
-3 |
6 shots 1 per 1” |
|||||
B/L rifle |
1 |
8 |
18 |
24 |
30 |
0 |
|
|||||
Healing skills can heal one level on d10 roll of 6+, a score of 10 heals all wounds. On a “dead” named character a roll of 9 or 10 means healed to “wounded”.
May make a maximum of two attempts per turn but must be on different figures.
Herds:
Herd boy and
cattle Aims:
1. Survival 2.
Drive herds to safety.
Name |
No of Figs |
Status |
Weapons |
W |
Cr |
D |
CC |
BCC |
Dwds |
Crl |
Swim |
Melee Bonus |
Shooting Bonus |
Remarks |
Followers |
1 |
Poor |
dagger |
1,2 |
3 |
4 |
6 |
5 |
4 |
2 |
1.5 |
-2 |
-2 |
|
Cattle |
|
Average |
|
3,4 |
5 |
6 |
5 |
3 |
2 |
2 |
1.5 |
-1 |
0 |
|
Goats |
|
|
nil |
1,2 |
3 |
4 |
4 |
4 |
3 |
- |
|
-3 |
-3 |
|
Sheep |
|
|
nil |
1,2 |
3 |
4 |
5 |
5 |
3 |
- |
|
-3 |
-2 |
|
If the anarchist card is played then the player chooses one white man (not a player character) and replaces him with the Anarchist. The Anarchist has a bomb and a revolver.
·
The Bomb has a
range of 4”, Burst 2”, 4+ to hit.
Name |
No of Figs |
Status |
Weapons |
W |
Cr |
D |
CC |
BCC |
Dwds |
Crl |
Swim |
Melee Bonus |
Shooting Bonus |
Remarks |
Terry Rizt |
1 |
Veteran |
Colt |
3,4 |
5 |
6 |
5 |
4 |
3 |
1.5 |
3 |
2 |
1 |
Carries a bomb |
Weapon |
Rld |
S 6+ |
M 7+ |
L 8+ |
E 10 |
Str |
Remarks |
Colt Revolver |
2 |
4 |
8 |
|
|
-3 |
6 shots 1 per 1” |
Doing stuff
Disembarking
|
-1” after boat stops |
Sacrifice at Pyramid |
The victim must be in place when the ritual begins. The ritual takes 3 turns and must not be interrupted. The ritual may not start before turn 8. It involves the beating of drums and a ceremonial dance by the high priest. At the end of the ritual the victim’s throat is cut. |
Collecting wood for steamer |
A work party is 4 men. Impressed labour needs to have a supervisor for each party. A party can cut one load per turn. Two men can carry one load at 4” rate.
|
Dropping Rules |
At 5” rate roll a d6 and a roll of 1 means the load is dropped, at 6” rate the load is dropped on a 1 or 2. It takes a turn to pick the load up again. (Effectively miss a turn!) |
Capturing slaves |
Any native defeated in melee who cannot escape is captured. Any villager trapped or whose child is taken prisoner is captured. Others unarmed natives can be captured on a d6 roll of 4+ if caught. Slaves must be escorted at the rate of 1 per 5 slaves. |
Escaping slaves |
If there are 6 slaves than this or the speed is 5” then each slave dices on a d6, 1 the slave escapes, if there are 7 slaves than this or the speed is 5” then each slave dices on a d6, 1 or 2 the slave escapes, and so on. In the case of a slave then the slave/prisoner escapes and runs off 2”+d6” each turn. |
Prying a jewel from an idol |
A model with a knife, bayonet, spear point etc can prise a jewel out in one turn on a roll of 4+ on a d6. Carrying jewels does not affect movement etc. A crippled or dead figure with jewels may have them taken away. A figure stops at the casualty, then moves on next go with the jewels. |
Carrying an Idol |
A figure can carry one idol. The idol must be put down to fire or fight. If the carrier runs then the idol is dropped on a d6 roll of 1 or 2. It takes half a turn to pick it up again. |
Loot |
Loot items are mission furniture, village artefacts, animals, slaves and so on. Any figure may take loot by stopping at the item and then moving away next go. Looters are limited to 4” moves. See dropping rules above. |
Burning |
A figure may attempt to set fire to a building. It takes a whole turn to do so and the figure must be in contact with the building. Roll a d6 and a fire is started on the roll of a 6, a 5 or 6 if the model is an engineer or is specially prepared. Place a fire marker (cotton wool) for each fire. |
Fighting Fires |
The turn after a fire is started the defenders may attempt to put it out. They roll in competition with the attacker. The defender adds the number of figures fighting the fire and the attacker the number of fires. If the defenders win the difference is the number of fires extinguished. If the attacker wins the number of fires increases by this amount. 5 fires are needed to destroy a hut and 8 a mud brick building (per section). |
|
|
Lucky Stars.
On holiday I came across a little shop which sold glass beads of different shapes and other knick-knacks. Amongst these were some stars. I bought a bundle with an idea forming. Often in a campaign a really important character dies or suffers some crippling damage necessitating a revision of the next scenario. Usually I used the table below. However, "Thank your Lucky Stars" came to mind. Now each player character gets 4 stars at the start of a campaign and a further 1 for each scenario he survives. He can however, never hold more than 7.
They can be used after a battle to heal 1 wound per star and 2 per cripple.
Fate
dicing - automatic if 3 lucky stars surrendered, otherwise dice 6+ needed.
1. Dashed lucky old Carruthers gave me that Chinese Good Luck gold thing! The blow/bullet strikes its hard surface and turns. Reduce the damage taken by one level
2. Jolly wonderful things these light chain mail linings! Reduce effect by one level.
3. Auntie Maud’s silver flask of scented water is destroyed by the blow. Giving a wet feeling, some pain and the slow realisation that the victim has survived. Usually once he has fallen over. Reduce damage to wound level.
4. Hurrah for the old pocket Bible! The Book absorbs most if not all of the impact.
5. Stuffing the old helmet with a spare turban was a ripping
idea! The blow has lodged there.
If in melee this gives you a +2 next go as the opponent tries to
extricate his weapon.
6. Always knew that Uncle Bertie’s (the Baron ye know) belt
with that enormous (ugly) African face on it would come in useful.
The metalwork absorbs the blow turning it away from a vital organ.
Maximum damage is a wound.
7. Somebody up there loves me!
The offending weapon shatters, blows up, misfires etc. as appropriate.
Much to the annoyance of its owner.
8. Marvellous how strong they make medicinal (pocket) flasks
these days! Blow is turned.
Reduce effect by two levels. But
the Brandy is lost! Dashed shame!
9. Splendid idea to carry coins in every pocket!
Player loses one coin at random from his private fortune.
If he has not got one then his newfangled chronometer is shattered to
smithereens.
10. Dammit, I’ll have to buy a new hat/ coat/ sporran/ etc. now
that the damned Natives have ruined this one.
The player sneezed at exactly the right moment and the blow missed him
but severely damaged part of his clothing.
Fate rolls against strangulation are made when the character is “dead”. There are a multitude of reasons for survival:
1. The gold collar stiffeners stopped the noose from tightening.
2. The assailant was not strong enough.
3. The Regimental custom of wearing a silver collar stiffener stopped the noose from tightening.
4. The noose was not used properly and did not close the wind pipe.
5. The assailant was disturbed before completion.
6. You feigned death and survived.
7. The assailant was a novice at this sort of thing.
8. Any better story that you can think of.
The Colonial Skirmish Rules are here.
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