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‘Splorers, Savages, Soldiers and Slavers

 Shortened

e-mail me for a full set

 Skirmish Wargames in Africa

 By

 Alan Hamilton


Personality Characteristics.

 In adventure or skirmish settings it is advantageous to give characters a set of characteristics.  By using these it becomes possible to assess a character’s reaction to circumstances or the likely course of action when a problem arises.  The personality characteristics are measured on the scale of -5 (very low) to +5 (very high).  The temptation to randomly generate the characteristics using die rolls should be resisted.  It is much better to generate them to suit the scenario or a real (or imaginary) character.  

 Ø       Energy.  Varying from bone idleness to frenetically energetic.  The heroes and leaders should have high positive energy ratings.

Ø       Intelligence  Varying from idiocy to genius.  Religious leaders, interpreters, intelligence operatives need high positive scores.  Intelligence in this usage includes the experience and accumulated learning as well as basic innate intelligence.

Ø       Morals  Varying from totally depraved to saintly.  These ratings should reflect the intended role of the character.

Ø       Generosity  Varying from miserliness to philanthropy.  Generosity ratings are a measure of selfishness.  Characters with a minus score are governed by increasing greed those with a positive score are increasingly unworldly and careless of possessions.

Ø       Integrity  Varying from abject cowardice to fearless heroism.  Integrity includes constancy of purpose and moral courage as well as physical bravery.  Minus scores can more easily change their minds.

Ø       Loyalty  Varying from traitorous to chauvinistic fanaticism.  It includes willingness to obey orders of superiors as well as constancy in supporting a cause.

Ø       Diplomacy  Varying from tactlessly antagonistic to sagely demagogic.  Diplomacy is mainly the ability to influence others but high scores can also have political knowledge and skills.  Charmers, merchants and the like usually have high diplomacy scores. To establish a course of action or take a decision sort out who will take the decision.  Pick the possible options and weight them with causation factors from 0 to 5 according to likelihood  (charmer’s bonuses are a causation factor).  Choose the most relevant characteristic and double the character’s rating.  Any other relevant characteristics are taken as they stand or are ignored.  Add up the values and causation factors for each possibility.  Reduce the totals in proportion to the numbers 0 to 9 and dice to arrive at a decision.   This procedure, depending upon the characters involved may split parties.

Ø       Leadership  Can either be given as a score as above or in a dispute arrived at by adding twice the intelligence, twice the diplomacy plus energy, integrity and rank.  Some examples of Rank are:

                Independent character                        +1

                Native Officer or chief                          +1

                British Indian Officer                           +2 to +4

                British Queen’s Officer                       +2 to +5

                Aristocrats, Generals                         +2 to +6     

Terror

Natural Terror Resistance (TR.)

The basic value for TR. is 0.  All characters and figure types have a TR. value.  This is based on the historical character, scenario etc.

                Most European females      -3

                Most native females            -2

                Most unarmed males          -1            

                Confident people                +1

                Most leaders, officers         +2

                Religious fanatics              +3

 The Terror Test is taken when an enemy whose TI is greater than the TR. of the testing figure comes within 12”.  The enemy must be recognisable, visible and threatening.  The test is only taken once for each source of terror if it is passed.  If the tester fails he must test each time until the test is passed. 

Roll D6 + own TR. - enemy TI (-1 per test already failed) = Result

Terror Test Results

                1 or better              OK (no effect, no more tests from this source)

                0, -1                         Frightened (-1 all rolls for this turn, may not approach)

                -2, -3                       Terrified (-3 all die rolls this turn, may not move)

                -4 or worse            Prostrated (-5 all die rolls next 3 turns, may not move)

Fire Terror

Each fire or explosive source can be given a Fire Terror Infliction (FTI) value if necessary.  These range from small fires of FTI 1 to buildings on fire of FTI 5.  Unexploded shells are at least FTI 2 more if the fuse still burns.  Gunfire and musketry can be given an FTI 2 for untrained animals.  Almost all humans will have an FTI of 0, most wild animals will normally be less than this.  However, some trained animals can resist fire terror better, dogs and horses are examples

Fire Terror Test  roll a D6 + own FTR - FTI = result.

Fire Test Results

                1 or more                OK

                0, -1                         Frightened (no approach within 1”, animals roll D6; 1,2 flee. 

                                                Mounts roll D10; 1, 2 throw rider)

                -2,-3                        Terrified (cannot approach within 3”, animals D6 1 to 4 flee

                                                Mounts roll D10; 1 to 4 throw rider throw each of next 2 turns)

                -4 or worse            Stampede or cower as appropriate.  mounts throw rider on D10                                  roll of 1 to 6 roll each of next 3 turns      

Casualty Infliction

Each model is given a casualty rating:

                W  = wounded

                Cr  = Crippled

                D   = Dead.

The number shown is the difference in scores in melee or the result of a D10 modified by weapon factors for a missile.

Typical examples

Figure

W

Cr

D

Unclothed human

1-2

3

4

Light clothing

2-3

4

5

Normal clothing

3-4

5

6

Armoured

4-5

6

7

Horse

4-5

6

7

 To Move and Fire (TMF)

Roll a D10 when a figure wants to cross an area that has been fired at or he is fired at from a previously unseen source etc.  If the result is less than the first number then the character takes cover within normal move distance or drops prone and may not return fire.  If it is less than the second number the figure may move to cover or may fire at -1 penalty.  If it is equal to or higher than the second figure then the character may move and fire taking normal deductions.

 If the leader of a unit goes first and succeeds then those that come after his shout of “Follow me!” add 1 to their chances.

 Movement

Rd = Road, CC = Cross Country, BCC = Bad Cross Country, Dwds = Dense Woods, Crl = Crawl, Sw = swim, Wade = deep wading

Troop Type

Rd

CC

BCC

Dwds

Crl

Sw

Wade

Lightly equipped Foot

7

6

5

4

3

2

yes

Average equipped foot

6

5

4

3

2

2

yes

Heavily equipped foot

5

4

3

2

1

-

no

Native Civilians

6

6

5

4

3

2

yes

European civilians

6

5

4

3

2

1

yes

European women

4

3

2

1

1

1

yes

Poorly mounted cavalry

8

6

4

2

-

2

yes

Average mounted cavalry

10

8

6

3

-

3

yes

Man Handled Artillery

3

2

1

1

-

-

no

Pack horse

10

8

6

2

-

2

yes

Bullock

5

4

3

-

-

-

yes

Notes:1.  Only a proportion of people can swim and then only without bulky equipment.  Most natives who live near rivers could swim.  If weapons or equipment are retained then reduce speed or increase fatigue.  Animals only suffer fatigue penalties.

2.  Scouts add 1” on foot and 2” mounted.

Obstacles and Special Movement Rates

v      Doubling  Trained bodies of troops may be ordered to “double” at any time.  This gives an additional move bonus of 50% and inflicts one FP.

v      Charging  Troops may be ordered to charge at any time.  Troops charge towards their designated objective by “doubling”.  They receive one FP per turn and also increase morale by 2.

v      Action Move  Horse drawn artillery may make one “action move” when their horse are fresh.  This allows the team to move at full rate plus 50% and must end with the gun unlimbered.  The gun team must have moved at least a half move the previous turn.  One round may be fired if the distance moved is less than or equal to a normal move.

v      Rout  Troops who are routing move at normal rate plus 50% plus d6 inches.  They abandon heavy equipment.  After one turn they throw away long weapons (muskets, spears etc.) if pursued.  Routs continue to a place of safety or the routers are rallied.

v      Pursuit Troops who are pursuing routers move at normal rate plus 50% plus d6 inches.

v      Ditches are up to 1” wide, foot lose 1”, mounted 2”, elephants, camels and gun teams etc. 3”.

v      Streams and Brooks  These are generally fordable at BCC rate in dry season, half BCC in wet season.

v      Rivers  Passable at designated areas only.  Wading in dry season is possible at BCC rate if the figure is tall enough!  In the wet season attempts can be made at half BCC rate.  Each figure rolls a d10 each turn when wading:

                Dry season  1 = falls, roll again 1 drown, 2-3 recover but lose weapons/load.

                Wet season  1 = falls, roll again 1-3 drown, 4-6 recover but lose weapons/load.

v      Low Walls  Foot deduct 1”, horses 2”, camels 4”.

v      High Walls Foot deduct 3”, rest impassable.

v      Field Fortifications  Foot deduct 3”, cavalry 6” remainder impassable,

v      Fortified Walls  Impassable except by recognised entrances, by escalade, breaching etc.

v      Slopes  Foot and mounted deduct 1”, tows -2”, remainder BCC

v      Flooded Land  BCC rate.  Heavily laden pack animals and all wheeled vehicles bog in on a d10 roll of 1.

v      Marsh, swamp  Can be impassable.  But with scouts/guides Foot at BCC -2”,  Mounted BCC -3” tows BCC -d6” - they bog on a d10 roll of 1,2.

v      Quicksand  Trap the unwary on d10 roll of 1-3 for foot, 1-5 mounted.  Those trapped can be freed by a comrade of similar or superior strength on a d10 roll of 5+ first go.  Each subsequent attempt -1, each additional helper +1.

v      Wadis  Dried river beds are CC rate -d6”. 

v      Bogging in  Once a wheeled vehicle is bogged roll a d6:

                1  Abandoned

                2  Needs extra 8 men or 4 men and 2 horses/bullocks to free        in 2 turns

                3  Needs extra 4 men or 2 horses/bullocks to free in 2 turns

                4  Needs extra 4 men and 2 horses/bullocks to free in 1 turn

                5  Team can free in 2 turns

                6  Team can free in 1 turn

 Small Arms.  Unless otherwise stated infantry and cavalry figures start the game with their firearms loaded.  1” is used to aim and fire a small arm.  Small Arms have their ranges divided into four bands:

Abbreviation

Band

Definition

d10 to hit

S

Short

Point Blank

6+

M

Medium

Normal effective range

7+

L

Long

Maximum effective range

8+

E

Extreme

massed fire extreme range

10+

Rld

Reload

move deduction to reload (at CC rate)

 

Str

Strike

Strike value of ammunition

 

 The number needed to hit is for an average shot.  Once a hit is scored a d10 is rolled and modified by the strike value of the ammunition.  The result is the casualty infliction value.  Some weapons fire a number of projectiles and so may hit a target more than once or several targets in a small area.  Thus the number of hits scored is represented by d6 or d6-n where n = the deduction for range.

 Small Arms Table

Weapon

Rld

S

6+

M

7+    

L

8+

E

10

Str

Remarks

Stone

1

4

8

 

 

-3

 

Stink Pot

1

4

8

 

 

-3

fails on a d10 of 1,2

Improvised

1

4

8

 

 

-4

 

Knife

1

4

8

 

 

-1

3 carried

Spear

1

5

 

 

 

-1

Heavy spear

Spear

1

5

 

 

 

-3

native

Pepperbox

4

2

4

 

 

-3

1 die per barrel

Duck’s Foot

3

3”d6

6”d6-2

 

 

-3

spreads S 2”, M 3”

Pistol

3

3

6

 

 

-3

single shot

Colt Revolver

2

4

8

 

 

-3

6 shots 1 per 1”

Adams Revolver

2

4

8

 

 

-2

5 shots 1 per 1”

Shotgun

3

4

8

12

16

-1

+1 to hits

Matchlock

5

4

8

12

18

-3

 

Flintlock

5

5

10

15

20

-2

-3 or –4  for natives

Rifled musket

4

6

12

18

24

-1

-3 or –4  for natives

Jezail

4

6

12

18

24

0

 

Short Rifle Musket

3

6

12

18

24

-1

0 at short

3 Band Enfield

4

8

16

24

32

-1

0 at short, medium

M/L carbine

3

4

8

12

18

-3

-2 at short

B/L carbine

1

6

12

18

24

-1

breech loader

B/L rifle

1

8

18

24

30

0

Also magazine fed

Jingal

5

10

20

30

40

0

heavy gun 2 crew

Bow

1

4

8

12

18

-4

-3 for some

Long Bow

1

6

12

18

24

-3

-2 at short

Repeater crossbow

1

5

10

15

20

-3

6 shots in hopper

Tactical Factors

Description

Factor

Remarks

Supported fire position

+1

 

Dense Target

+1

 

First shot from muzzle loader

+1

 

Target moved over 8”

-1

 

Target moved over 16”

-2

 

Target in light cover

-1

cover from view

Target in medium cover

-2

wood, mud brick

Target in hard cover

-3

brick, earthworks, breastworks

Target in heavy cover

-4

stone, fortifications

Firer wounded

-2

 

Firer crippled

-4

self defence only

Firer fatigued

-1

 

Firer exhausted

-2

 

Firer stationary mounted

-1

 

Firer moving mounted pistol, carbine

-2

 

Firer moving mounted long arm

-3

 

 Spare weapons 

Additional weapons may be loaded by other than the firer, for example a gun bearer.  They can be placed ready for use or passed by the loader to the firer to increase his rate of fire.  Thus wounded or non-combatants can increase a unit’s fire.  It takes 1” to change over weapons. 

 Melee

 Roll one d10 for each figure in base to base contact.  Melee actions are fought out individually.  Where there is a numerical advantage the individual rolls and personal characteristics are calculated and then averaged before the tactical factors are applied. The higher score wins.  The difference modified by the melee strike value of the weapon is the casualty infliction score.

 Personal characteristics like weapon skill are based on the training, experience and aptitude of the character. 

 Tactical Factors

Description

Factor

Description

Factor

Mounted versus foot

+2

Crossing obstacle

-1

Horsed cavalry first charge

+1

Unformed

-1

Heavy cavalry first charge

+1

Disordered

-2

Lancers first charge

+1

Wounded

-2

Close formation

+1

Crippled

-4

Height advantage

+1

Fatigued

-1

Veteran

+1

Exhausted

-3

Advantage 2:1

+2

Climbing ladder

-1

Advantage 3:1

+3

Skirmisher versus formed

-2

Advantage 4:1

+5

 

 

 1RB = 1st Round Bonus which is applied during the first round of each new melee.

Weapon

melee bonus

1RB

Strike

Remarks

Hands

-3

0

-2

 

Improvised

-2

0

-4

 

Dagger

-1

0

-2

 

Tulwar

0

0

+1

 

Sword

+1

0

0

Infantry and Heavy Cavalry

Broadsword

+1

+1

+1

Highland Officers

Sabre

0

+1

0

Light Cavalry

Cutlass

0

0

0

 

Long club

-2

-3

+2

Stun hit 4+

Club

+1

+1

-3

Stun hit 3+

Knobkerry

+1

+1

-1

Stun hit 2+

Short spear

0

+1

0

 

Long spear

-1

+1

+1

 

Stabbing spear

0

+2

+2

Assegai

Fixed Bayonet

-1

+2

+1

 

Lance

-1

+2

+1

 

Parry

Figures equipped with a shield who lose a melee round may attempt to parry the blow.  A shield can also be used to parry missiles like stones, spears and arrows.  It is not effective against firearms.

 Once a hit is scored a shield parry can be attempted.  If the parry is successful the strike of the blow is reduced by the strength of the shield.  If the strike value was more than the shield strength then it is damaged beyond repair and cannot be used again.

Parry

Melee

Missile

Strength

Remarks

Small shield

7+

8+

4

 

Large shield

6+

7+

5

 

 Morale

Leaders have a morale grading reflecting their charisma and ability to inspire troops.  This ranges from -3 (poltroon) to +3 (trusted and charismatic).

Morale is tested when a unit or individual:

Ø       comes under effective fire for the first time

Ø       loses its leader as a casualty

Ø       loses 20% in a turn (at least 2 figs)

Ø       is defeated in melee

Ø       sees a friendly unit of comparable size routed in 9”

Roll one d10 and apply factors:

Description

Factor

Description

Factor

leader’s morale

-3 to +3

Native cavalry

-1

Elite troops

+3

Lost 25%

-1

Good troops

+2

Lost 50%

-3

Average troops

+1

Lost 75%

-5

Poor troops

0

Unenthusiastic troops

-1

European troops

+2

Outflanked (each)

-1

Baluchis/Sikhs

+1

Enfiladed

-2

Close formation

+1

Broken through

-2

Advancing

+1

Surprised

-2

Charging

+2

Rear threatened (12”)

-2

War music playing

+1

Wavering

-1

Highlanders being piped

+2

In disorder

-2

Behind cover

+1

Unformed

-1

Behind Bullet proof cover

+2

Each time routed

-1

Behind fortifications

+3

Enemy cavalry 12” to flank

-2

Rear Support (6”)

+1

Enemy cavalry 12” to rear

-4

Flank secure (4”) each

+1

Wounded individual

-1

 

 

Crippled Individual

-3

Morale Results

Score

Result

6 or more

Morale OK

5

Wavers, unformed, halts if advancing

4

Withdraws unformed facing enemy

3

Halts in disorder

2

Withdraws disordered will face attackers

1

Retreats backs to enemy

0 or less

Routs

Discipline

Each leader is given a discipline rating based on how well the troops will obey his orders in a crisis.  This is a figure between -3 (untrustworthy and incompetent) to +3 (experienced veteran with proven track record).

Discipline is tested on receipt of new orders to see if they are obeyed only when within 24” of a visible enemy force of comparable size.

Roll a d10 and apply the factors:

Description

Factor

Morale grading of troops

Variable

Discipline rating of leader

Variable

European regulars

+2

Other regulars/Ruga-Ruga

+1

Tribal warriors

0

Bandits

-1

Insurgent mob, villagers etc

-2

Native cavalry

-1

Veterans

+1 or -1 choice

 Results

Result

Description

6+

Obey orders

4-5

Delay obedience until next turn

2-3

delay obedience, retest next turn

1 or less

ignore new orders, continue with current orders

 

Artillery

The normal practice of the period was for regular artillery to advance to decisive range unloaded.  They would however have a number of carefully prepared cartridges ready for instant use.

 Artillery units were defined by; user (European, Native); role (field, pack, horse, siege etc.); size of gun (6pdr, 12” howitzer etc.); draught animal (horse, bullock, elephant, pack etc.) and so on. 

Draught Animals needed:

Type

Mules

Horses

Bullocks

Man handled

min crew

Pack

4

 

 

3

2

Light field

 

4

4

4

3

Medium field

 

4

6

5

4

1” is used to aim and fire a gun, mortar, howitzer, rocket tube etc.

Direct Fire

Shot hits one figure per rank up to 4.

Gun

Rld

S

4+

M

5+

L

6+

E

7+

Shot

Str

Shell

Burst

Shell

Strike

Shrapnel

burst

Shrapnel

Strike

Shot

Breach

Pack ML

3

8

16

24

32

3

2”

-2

3”

-3

1

Light ML

4

10

20

30

40

3

2”

-2

3”

-3

1

Medium ML

4

12

24

36

48

3

3”

-2

4”

-3

3

Gun

Rld

S

4+

M

5+

L

6+

E

7+

Shot

Str

Shell

Burst

Shell

Strike

Shrapnel

burst

Shrapnel

Strike

Shot

Breach

Pack RML

3

10

20

30

40

4

2”

-2

3”

-3

1

Light BL

2

12

24

36

48

4

2”

-2

3”

-3

2

Medium BL

2

18

36

54

72

4

3”

-2

4”

-3

3

 Canister all within zone are liable as casualties

Gun

Length

width

Str

length

width

Str

Light field & Pack

8

1.5

-1

16

3

-2

Medium field

10

2

-1

20

4

-2

Pack artillery

Pack guns are broken into loads for transportation.  The normal is for the barrel, two wheels, trail and ammunition to be four loads.  Each load requires a mule (or equivalent).  It takes a turn to assemble/dismantle.

Machine guns

Roll each die in turn.  If there is a jam the gun stops immediately.  Clearing takes twice reload time.

Weapon

Rld

S

M  

L

E

Str

Remarks

Nordenfelt 0.5”

5 barrel

3

10”

d6

20” d6-1

30” d6-2

40” d6-3

1

Fires up to 5 bursts per turn double 1 means jam.

Nordenfelt 0.5”

3 barrel

2

10”

d6

20” d6-1

30” d6-2

40” d6-3

1

Fires up to 4 bursts per turn double 1 means jam.

Nordenfelt 0.5”

1 barrel

1

10”

d6

20” d6-1

30” d6-2

40” d6-3

1

Fires up to 3 bursts per turn double 1 means jam.

Gatling 0.5”

2

10” d6+1

20”

d6

30” d6-1

40” d6-2

1

Fires up to 4 bursts per turn double 1 or 2 means jam.

Gardner

3

10” d6+1

20”

d6

30” d6-1

40” d6-2

1

Fires up to 4 bursts per turn double 1  means jam.

1 pdr Pom Pom

2

12”

d6

24”

D6-1

36”

D6-2

48”

D6-3

-2

Burst area per hit 2” diameter

 Indirect Fire

Mortars fire at high angles.  They are not indirect in the modern meaning of the term.  The aiming point must be visible to one of the crew.  Where it is not use modified “Games Workshop” artillery scatter dice (or make one with “hit” and 5 arrows, the other has “misfire” and 2,3,4,5,6)  or similar random system.  Ignore the distance if “hit” scored.  “Misfire” means that the shell has failed to explode.  No additions are made for subsequent shots.  There is a minimum range for these devices, which represents the minimum fuse setting.  However, shells may fall within this area as a result of the deviation. 

Weapon

Rld

Min

S 8+

M 9+

L 10

Burst

Str

Small mortar

3

4

8

16

24

2

-1

Medium mortar

3

6

10

20

30

4

-1

Tactical Factors

Description

Factor

Remarks

Subsequent shot at same stationary target

+1

max bonus +3

Target moving over 8”

-1

 

Target moving over 16”

-2

 

Crew fatigued

-1

 

Crew exhausted

-3

 

Each crewman wounded

-1

 

Each missing crewman

add 1

to reloading time

Rockets

Can only be fired from launcher. 

Throw d10 for operation: (Fired from a boat or ship +1)

                1              misfire try again next go

                2              explodes early       roll one d6 for each range bracket.

                3              explodes late                         roll one d6 for each range bracket.

                4              fails to explode     strike +2 as if a solid shot.

                5+            launches OK

Throw to see if hit scored. Static target +1, Large target +1.  Misfires on a 1.

Nominal range 72”.  Fired from a boat or ship +2.  Signal rockets only need to throw to hit if used as incendiaries:

Rocket

S

18” 8+

M

36” 9+

L

54” 10+

E

72” 11+

Burst

Strike

Sets fire

Explosive

18

36

54

72

3”

-2

6+

Signal

18

36

54

72

2”

-4

3+

 Rockets that miss their target roll the direction die and a d10 for distance in inches. 

Unexploded rockets or shells should be marked.  They explode in any turn in which a d6 roll of 1 is thrown.

Cavalry

v      Dismounting or mounting takes 2” from move.

v      One trooper is needed to hold up to six horses.

v      Falls from horses have a strike of -4, camels -3, elephants -2. 

v      Mounted infantry fighting from horseback do not score any of the cavalry bonuses.

v      Some native light cavalry were “light” in name only and were trained and equipped for shock action.  However, they were quite capable of scouting.

Miscellaneous Rules

Fumbling - In certain scenarios when a character carries out an unfamiliar action such as loading an unfamiliar weapon, locking a door in a hurry, hitching up a gun etc.  there is a chance that the character will fumble.  Roll a d10 and add energy or intelligence - whichever is more important:

Score

Effect

7+

Success

6

Takes extra 1”

5

Takes extra 2”

4

takes extra 3” and curses or screams involuntarily

3

cannot complete task this go, drops something important and curses or screams involuntarily try again next go.

2

Makes complete hash of task

 A character who is particularly clumsy will have this information with a suitable modifier noted on the character card.

 Summer Heat - For a  period during the year the temperature is very high.  This caused considerable discomfort and more casualties from disease and heat-stroke that did animal or human foes.  Thus Europeans needed a high fluid intake to help avoid heat-stroke.  The lack of fresh water left troops prone to dysentery and cholera.  Summer heat can be assumed to be at its worst between 10am and 4pm during the summer dry months.

Effects:

Europeans with a water carrier within 8” suffer no adverse effects.  Outside this distance the figure suffers heat stroke as follows (roll d10):

                with canteen/waterbottle                    1 = heatstroke

                without canteen/water bottle             1-3 = heatstroke

Factors:

Description

Factor

Each FP used this turn

-1

Fatigued

-3

Exhausted

-5

Heavily laden

-2

Over indulged in alcohol

-3

1.  Officers may, of course, substitute Champagne for water that, unless taken to excess is a good substitute.  Some Askaris will substitute locally brewed beer and many of them will drink to excess that will increase the effects.

2.  All troops and almost all civilians carry a water container. 

3.  Figures that have suffered heat stroke dice again (d10) and add their energy:

Score

Effect

Move Penalty

die roll penalty

7+

Slight headache

nil

-1

5-6

dizziness

-1”

-2

3-4

fainting fit

falls

-3

2 or less

collapse

falls

n/a

Each turn after collapse roll a d10 - score 1 or 2 figure dies.

 The only first aid available was to cover the victim’s head with a wet cloth and pour water over it.  This was fairly successful and any who attempt it should be given credit.  However, only those doing little or nothing else may make the attempt.

 Man made obstacles

·         Cheval de Frisse are beams or logs into which spikes are fixed.  They are normally used to provide a moveable barricade on a road or an entrance.  They were often chained together and/or to walls to make them difficult to remove.

·         Abattis are the roots or branches of trees sharpened and reinforced with spikes as necessary.  They were then tangled together in deep belts to make a virtually impenetrable obstacle.  Foot move at 1” per turn and dice (d6) 1 or 2 falls strike -1.  Impassible to all others.  A 4 man work party with suitable tools can remove d6-4” per turn. 

·         Thorn Fences were a traditional method of protecting villages or camps.  They could be erected quickly and formed an almost impenetrable barrier.  They could, however, be removed without much difficulty.  Foot move at 1” per turn and dice (d6) 1 falls strike –3 or 2 becomes entangled for d6 turns.  Impassible to all others.  A 2 man work party can remove d6-4” per turn. 

·         Panji Stakes are sharpened wooden stakes.  They can be overt or concealed.  The overt type deduct 2” from foot, 6” from mounted per 1” depth.  Troops doubling or charging over panji stakes roll a d6, score of 1 takes a hit of str -2.  The concealed type are discovered by rolling a d10 and adding intelligence and deducting distance moved this turn needing 7+ to discover.

·         Barricades removal These vary according to their composition.  Generally a work party of 4 men can remove d6-2” per turn. 

·         Barricades construction These can be improvised by defenders to fill breaches, gaps, doorways etc.  It takes four men three turns to gather enough material for a 1” cubic barricade.  Inside buildings either the time or the party can be halved.

·         Trous de Loup  These are interlocking pits each containing a spike.  They were particularly effective against cavalry.  Cavalry cannot pass over them.  They are discovered by troops moving at normal rate or less.  If encountered by troops doubling or charging each figure rolls a d10:

Score

Description

6+

Stops in time

5

Stops but rider unseated Str -4

3-4

Mount wounded in pits, rider unseated Str -2

1-2

Mount crippled in pits, rider unseated Str 0

 Special Weapons

·         Hand Grenades have a range of 4”, Burst 2”, 5+ to hit.  They can be issued in limited quantities to storming parties and in street fighting scenarios.

·         Powder Bags can be used by sappers, pioneers, navy etc to destroy objects.  They are normally placed against the target, have aburst of 4”, Stike -2, breach +5.

·         Stinkpots are ceramic globes filled with chemicals that give off choking clouds of gas.  They have a strike of -4 and a burst of 3”.  They fail on a d10 roll of 1 or 2.  All those within the burst who are or are not injured as it bursts are choking; -2 on die rolls, 1 FP expended to move.  To be unaffected roll d10 + energy needing 8+.

·         Animal pits.  These are spotted on a roll of 8+.  Unsuccessful dice again.  1 to 5 fall in strike -2;  5 to 8 fall in strike -3;  10+ avoid spikes by chance.  The pits are about 8 feet deep and any method of assisted escape should work.  However a roll of 1 or 2 means the victim slips back again.  Strike -3.  There is always a chance, at umpires discretion that the pit is occupied by a lion, a leopard, a snake, a scorpion etc.

Wildlife

 There is one invented term that occurs in this section.  It is borrowed from John “Slim” Mumford’s fantasy rules.  The term is “neuserk”.  The meaning is the range at which a wild animal considers itself threatened and will instinctively decide to attack an intruder.  It is a combination of “neutral” and “berserk”. 

Creature

Actual effect

Other effects

Remarks

Rats

None

terror, loathing

Can warn others if they run away

Scorpions (black)

Painful but not fatal sting

terror, phobia, attempt to kill

Player will not know of actual effect.

Scorpions (red)

Fatal sting

terror, phobia, attempt to kill

Player will not know of actual effect.

Large Bees

Painful sting.  More than 5 stings can be fatal

terror

Disturbed swarms attack each fig D6 for stings.

Hornets

Europeans catch a fever from 4 or more stings

terror

Can be trained not to attack the trainer.  D6 for stings.

Centipede

Numbs area bitten

fear, terror

Forest areas

Large spiders

Painful bite

fear to phobia

most areas

Fire Ants

Painful bite

fear

often confused with the folklore of “Army Ants”

Fruit Bats

Nil

fear, terror

Most ruined temples, cities and areas of interest.

Vipers

Melee +1  range 2”,

fear

poison strike +3

Vultures

give away dead or crippled

loathing

Circle and gradually approach crippled

Cattle

Nil

nil

get in the way and wander at random

Cobra etc.

Poison bite (fatal)

fear, panic,

Some people will “freeze”.

Monkeys

Annoyance

nil

make a lot of noise!

Pythons etc

Melee +3

Fear & panic

 

 Animal Summary

Animal

Nsrk

CC

Bcc

dwd

sw

mel

fire

W

Cr

D

FP

Elephant

6

4

4

3

-

+6

-1

4/5

6

7

6/12

Crocodile

3Land 8Wtr

5

4

2

8

+2

0

3/4

5

6

6/12

Giant Crocodile

4Land 12Wtr

6

5

3

9

+3

0

4/5

6

7

6/12

Buffalo

4

6

4

3

5

+4

-2

3/4

5

6

5/10

Python

4

5

5

5

5

+3

-4

2/3

4

5

4/8

Water Snake

6

4

4

4

8

+2

-5

1/2

3

4

4/8

Wild Dog

4

8

7

5

2

0

-3

1/2

3

4

5/10

Lion

4

5

5

4

2

+2

-3

3/4

5

6

4/8

Leopard

4

8

6

6

4

+1

-2

2/3

4

5

5/10

Cattle

nil

3

3

2

2

0

-2

2/3

4

5

4/8

Bullock

nil

4

3

2

1

+1

-2

2/3

4

5

6/12

Goats

nil

4

4

2

-

-3

-3

1/2

3

4

4/8

Sheep

nil

3

3

2

-

-3

-2

1/2

3

4

3/6

 Water Transport

Ø       Boats can either be sailed or rowed.

Ø       Sailing:  within 45 degrees of wind.  Light wind 3", medium 4", fresh 5", Strong 6".

Ø       Rowing: crew 1 @ 3", 2 @ 4", 3 @ 5", 4 @ 6".  Deduct 1 per two non rowing passengers.

Ø       Deduct current strength if sailing into it.  Deduct half if traversing.  Add current if sailing with it. 

Ø       Small boat crew 1, passengers 3.

Ø       Fishing (medium) boat crew 1 or 2, passengers 4 or 5.

Ø       Ferry Raft.  crew 1 + 1 and elephant or bullock team.  Moves 3" per turn - carries whatever fits on

Ø       Bailing:  One person can bail out 1 unit per turn but can do nothing else.

Ø       Leaks, -          All peasant boats leak on a roll of 1 to 5.  Roll of D4 -2 per turn if laden.

                Rotten boats leak d4 units per turn.

Ø       Foundering,  Overloaded boats founder if the have more than 2 units of water in them.

                                Loaded boats if they have 4 units of water, light loaded 8 units.               

 Sand Banks

Size of boat

stuck fast

grounded

to escape

Small

1

2,3

4+

Medium

1,2

3,4

5+

Large

1,2,3

4,5,6

6+

Steamer

1,2,3,4

5,6,7

4+ if grounded

7+ if stuck

Additional crew improve chance by 1 each.

Overloaded boats count as on weight heavier. 

If more than half of the crew attempt to push the boat off it may be upset on a roll of 5+ and any occupants pushing off fall in on a 5+.

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