Sahibs and Sepoys

 

 

 

Skirmish Wargame

and

Role Play Rules

for the

Indian Mutiny

1857 - 1858

 

by

Alan Hamilton


INTRODUCTION

These skirmish rules are intended for the small actions which were typical of the Indian Mutiny.  Thus individual characteristics are very important.  The basic “Unit” is that commanded by a named character who is usually of Lieutenant, Captain or equivalent rank. 

The suggested figure scale for rank and file is about 1:6 to 1:10 with 1:8 a good average.  This scale is not used for named characters who are 1:1.  This is justified in the attitude of the period.  They are, therefore, cast in a heroic mould.  The unit strength was calculated in “bayonets” or “sabres” the officers, sergeants, drummers and so on being extra to this establishment.  Thus a “company” at its full strength of 100 bayonets would be an Officer, drummer, sergeant or “strong man” (optional) and 8 to 18 rank and file; cavalry squadrons similarly have an Officer, bugler and 4 to 9 rank and file.  The Rank and File can include a proportion of Corporals, Naiks etc. 

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.  

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

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.

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

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.

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.

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

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

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                    +1 to +3
British Queen’s Officer      +1 to +5
British Indian Officer  +1 to +4
Aristocrats, Generals    +2 to +6 

  TERROR

Terror for the purposes of these rules is of two sorts:

                Natural Terror                       the fear of being injured, killed etc.

                Fire Terror                             the fear of fire, being burnt, explosives etc.

Natural Terror Infliction ( TI )

The basic value of TI is 0.  Some figures have a higher or lower score as appropriate to the scenario, their size, reputation etc

Armed mounted men  +1   
Charging Ghazis     +3
mounted lancers, Gurkhas  +3
Cobra +2

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
Average 0
 Confident people +1 or more
Most leaders, officers +2
 Most unarmed males -1
Ghazis                                                     +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.   Elephants, incidentally, could be trained to resist fire but almost all were frightened of gunfire.

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

Fire Test Results

                1 or mo           OK

                0, -1                Frightened (cannot 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

Camel

4-5

6

7

Bullock

4-5

6

7

Elephant

5-6

7

8

The Umpire may vary these, within limits, to suit a particular character or set of circumstances.  For example, it was a common practice for officers of irregular (and other) cavalry regiments to wear chainmail epaulets, gauntlets and sleeves.  Thus the umpire should allow a figure depicting this form of dress an addition of 1 to resist wounding in melee.

FATIGUE

This is shown as two figures divided by an oblique thus:  3/6.  The “3” gives the number of fatigue points (FP) that can be expended before the figure becomes “Fatigued” and the second the number before it is “Exhausted”.  It is usual but not compulsory for Exhaustion to be double Fatigued.

The effect of “Fatigue” is; -1 on all die rolls and -1” foot (-2” mounted) movement

The effect of “Exhaustion” is; -2 on die rolls and -2” foot (-4” mounted) movement.

The rate at which Fatigue Points can be recovered varies according to how fatigued the figure is:

                Not Fatigued         one per turn not involved in fatiguing activity

                Fatigued                one per turn resting

                Exhausted              one per two turns resting.

TO MOVE AND FIRE (TMF)

This is normally only needed where a decision on who fires first is needed, for example, in skirmishes or small but critical actions within a larger game.  TMF is also given in the same way as Fatigue  that is 2/6.  It is common for the second figure to be three times the first.

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.

CHARACTER CARD

All of the characteristics are recorded on a character card.  For convenience, one card is made out for each individual (named) character and one for each similar group of followers.  In this way a player only receives information about his own party.  The rest he must learn.  For example an infantry company would have 4 cards:

                Lieutenant Andrew Carmichael

                Havildar Harmish Lal

                Naik Tanweer Ulhaq

                1 card for 9 Sepoys

MOVEMENT

 The standard movement rates are shown below.  They can be adjusted to suit a scenario or character.

 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

Memsahibs

4

3

2

1

1

1

no

Poorly mounted cavalry

8

6

4

2

-

2

yes

Average mounted cavalry

10

8

6

3

-

3

yes

Well mounted cavalry

12

10

8

4

-

4

yes

War camel

10

8

5

2

-

-

yes

Express camel

12

10

4

3

-

-

yes

Horse Artillery

10

8

5

-

-

-

yes

Field Artillery

8

6

4

-

-

-

yes

Bullock Artillery

4

4

3

-

-

-

yes

Elephant Artillery

4

4

4

2

-

-

yes

Man Handled Artillery

3

2

1

1

-

-

no

Pack horse

10

8

6

2

-

2

yes

Bullock

5

4

3

-

-

-

yes

Pack camel

8

7

3

2

-

-

yes

Riding elephant

6

5

4

3

-

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.  There were occasions when the loyal Bengal Horse Artillery performed the seemingly impossible.  At Lucknow they charged over a three foot high wall to clear it of the enemy and bring their guns into action.

3.  Limbers without guns add 1” to move rate.

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

OBSTACLES AND SPECIAL MOVEMENT RATES

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

 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.

 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.

 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.

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

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

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

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.

Low Walls  Foot deduct 1”, horses 2”, camels 3”,  Loyal Bengal Horse Artillery 4”.  Elephants lose d6-2” but destroy the section of wall they pass through.

High Walls Foot deduct 3”, rest impassable.  Elephants lose d6-4” & destroy the section they pass through.

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

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

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

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

Marsh, Jheel  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.

Quicksand  Trap 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+.  Each subsequent attempt -1, each extra helper +1.

Nullahs  Dried river beds are CC rate -d6”. 

Bogging in  Once a piece 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.  Better shots can be given a bonus and poorer a penalty.  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 like the Duck’s Foot pistol and Blunderbuss 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

 

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”

Blunderbuss

4

6”d6

12”d6-3

 

 

-2

spreads S 3”, M 4”

Matchlock

5

4

8

12

18

-3

 

Flintlock

5

5

10

15

20

-2

 

Brown Bess

5

5

10

15

20

-2

Percussion model

Brown Bess

4

6

12

18

24

-1

Rifled model

Brunswick

4

6

12

18

30

-1

0 at short, medium

Jezail

4

6

12

18

24

0

 

Short Rifle

3

6

12

18

24

-1

0 at short

2 Band Enfield

3

7

14

21

28

-1

0 at short, medium

3 Band Enfield

4

8

16

24

32

-1

0 at short, medium

Carbine

3

4

8

12

18

-3

-2 at short

Springfield

1

6

12

18

24

-1

breech loader

Jacob’s Rifle

Smooth bore barrel

3

4

8

5

16

10

24

15

32

20

-1

-2

Two Barrels

Zambarek

5

8

16

24

32

0

camel gun

Jingal

5

10

20

30

40

0

heavy gun 2 crew

Bow

1

4

8

12

18

-3

 

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 from the armoury may be loaded by other than the firer in defensive positions or the like.  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 comattants 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.

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

The higher score wins.  The difference modified by the melee strike value of the weapon is the casualty infliction score.

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

 

Khyber Knife

-1

0

-1

Afghans

Hangar

0

-1

+1

 

Kukri

+1

+1

+1

Gurkhas

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

 

Katar

-2

+2

+2

Punch Dagger Parry 6+

Lathi

-2

-3

+2

Stun hit 4+

Club

+1

+1

-3

Stun hit 3+

Halberd

-2

+1

+3

 

Short spear

0

+2

+1

 

Fixed Bayonet

-1

+2

+1

 

Lance

-1

+2

+1

 

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

 

 

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

 

Katar

6+

-

4

traps sword 7+, breaks sword 8+

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:

·       comes under effective fire for the first time

·       loses its leader as a casualty

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

·       is defeated in melee

·       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

Mutineer 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

Sikhs, Gurkhas

+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

Highladers being piped

+2

In disorder

-2

Behind cover

+1

Unformed

-1

Behind Bullet proof cover

+2

Each time routed

-1

Behind fortifications

+3

Elephants under fire

-3

Rear Support (6”)

+1

Enemy cavalry 12” to flank

-2

Flank secure (4”) each

+1

Enemy cavalry 12” to rear

-4

 

 

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

+1

Tribal warriors

0

Dacoits

-1

Insurgent mob, villagers etc

-2

Mutineer 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 artillery to advance to decisive range unloaded.  They would however have a number of carefully prepared cartridges ready for instant use.  During the course of the Mutiny horse artillery would often use double shot or canister in close action.  Artillery units were defined by; user (European, Native); role (field, horse, siege etc.); size of gun (6pdr, 12” howitzer etc.); draught animal (horse, bullock, elephant, pack etc.) and so on. 

Draught Animals needed:

Type

Horses

Bullocks

Elephants

min crew

crew travel

6 pdr field

4

4

 

3

dismounted

6 pdr horse

6

 

 

4

mounted

9 pdr field

4

6

 

4

dismounted

9 pdr horse

6

 

 

4

mounted

12 pdr field

4

6

 

4

dismounted

18 pdr field

6

8

 

5

dismounted

32 pdr

12

16

1

6

dismounted

64 pdr

 

 

2

8

dismounted

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 6+

M 7+

L 8+

E 9+

Str

Breach

6 pdr

4

12

24

36

48

4

1

9 pdr

4

18

36

54

72

4

3

12 pdr

6

24

48

72

96

4

4

18 pdr

6

30

60

90

120

4

5

32 pdr

8

36

72

108

144

4

6

64 pdr

8

42

84

126

168

4

8

 Shell  all within burst zone are liable as casualties

Gun

Rld

S 7+

M 8+

L 9+

E 10

Str

Burst

Breach

6 pdr

4

10

20

30

40

-2

1.5

-3

9 pdr

4

12

24

36

48

-2

2

-3

12 pdr

6

18

36

54

72

-2

2.5

-2

18 pdr

6

24

48

72

96

-2

3

-2

32 pdr

8

30

60

90

120

-2

3.5

-1

64 pdr

8

36

72

108

144

-2

4

0

 Canister all within zone are liable as casualties

Gun

length

width

Str

length

width

Str

6 pdr

8

1.5

-1

16

3

-2

9 pdr

10

2

-1

20

4

-2

12 pdr

12

2.5

-1

24

5

-2

18 pdr

14

3

-1

28

6

-2

32 pdr

16

3.5

-1

32

7

-2

64 pdr

18

4

-1

36

8

-2

 Indirect Fire

Mortars and Howitzers 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 “Citadel” 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 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

-3

Medium mortar

3

6

10

20

30

3

-3

Large mortar

4

6

12

24

36

4

-3

Siege mortar

5

8

16

32

48

5

-3

Field Howitzer

4

8

20

40

60

4

-3

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.  Static target +1, Large target +1.  Misfires on a 1.

Nominal range 72”.

1.  Throw d10 for operation:

                1              misfire try again next go

                2              explodes early                       roll one d6 for each range bracket.

                             explodes late                         roll one d6 for each range bracket.

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

                5+            launches OK

2.  Throw to see if hit scored:

Rocket

S 8+

M 9+

L 10+

E 11+

Burst

Strike

Sets fire

Explosive

18

36

54

72

3”

-2

6+

Signal

18

36

54

72

2”

-4

3+

3. If not hit roll again for line:

Line

Range

10

9

8

7

6

5

4

3

2

1

Left   1-5

E

1

2

3

4

5

6

7

8

9

10

Right 6-10

L

.75

1.5

2.25

3

3.75

4.5

5.25

6

6.75

7.5

 

M

.5

1

1.5

2

2.5

3

3.5

4

4.5

5

 

S

.25

.5

.75

1

1.25

1.5

1.75

2

2.25

2.5

 

Range

Range

10

9

8

7

6

5

4

3

2

1

Under 1-5

E

1.5

3

4.5

6

7.5

9

10.5

12

13.5

15

Over 6-10

L

1

2

3

4

5

6

7

8

9

10

 

M

.75

1.5

2.25

3

3.75

4.5

5.25

6

6.75

7.5

 

S

.5

1

1.5

2

2.5

3

3.5

4

4.5

5

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

CAVALRY

Dismounting or mounting takes 2” from move.

One trooper is needed to hold up to six horses.

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

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

Bengal Light Cavalry were “light” in name only.  They were trained and equipped for shock action.  However, they were quite capable of scouting.  The traditional role of light cavalry was taken by the Irregular cavalry.    

INFANTRY

All regular Queen’s and HEIC line troops are trained as “riflemen”.  That is they may operate as skirmishers or line infantry.  Each Line Battalion had its Light or Rifle Company.  Many of the HEIC battalions (including those that mutinied) retained “Grenadier” and “Light” companies.  Some had Rifle Companies uniformed in rifle green. 

 Most HEIC regiments were better armed than their Queen’s army counterparts.  Most European units had Enfields and Native units Brunswicks or rifled Brown Bess.  The Queen’s Army used Brunswicks, Rifled Brown Bess on arrival.  Some units were issued with Enfields from HEIC stocks on arrival.

The two band (short) Enfields or other short rifles were issued to Line Infantry Segeants and all ranks in Light Infantry and Rifle regiments. 

Special Rule - the Gurkha warcry “Ayo Gurkhali” (Here come the Gurkhas) will strike fear into the hearts of Mutineers and dacoits (bandits) alike.  They each roll a d10

1 = flee

2-3 = -2 in melee

4-5 = -1 in melee

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 substantial period during the year the temperature in the Gangetic Plain is very high.  This caused considerable discomfort and more casualties from disease and heatstroke that did the Mutineers.  It also, contrary to popular belief, affected the natives too.  Thus Europeans needed a high fluid intake to help avoid heatstroke.  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:

Eurpoeans with a Bhitsi (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 which, unless taken to excess is a goog substiute.  Other Ranks (British, Sikh and Punjabi) may substitute beer.  Many will drink to excess which will increase the effects.

2.  All troops and almost all civilians carry a water container.  Mounted troops carry water for their horses.

3.  Figures which 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.

ENGINEERS/SAPPERS

Cheval de Frisse are beams or logs into which spikes, sword blades, bayonets etc are fixed.  They are normally used to provide a moveable barricade on a road or an entrance.  However, 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, bayonets 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.  Impassable to all others.  A 4 man work party with suitable tools can remove d6-4” per turn. 

Panji Stakes are sharpened bamboo 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 which 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+.

Fougasses are sloping pits with an explosive charge, covered with boards and then filled with rubble, brigks, pebbles or scrap metal.  Beaten zones are:

Size

Length

Width

Strike

Large

30

10

-2

Medium

20

7

-2

Small

10

4

-2

Incidentally a large fougasse contained about 80 lb of explosive and about 4 tons of pebbles and rubble.  They also take a very long time to prepare.

Tiger 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 that the pit is occupied by a tiger, snakes, scorpions in the scenario.

CIVIL LIFE.  There are no special rules for Civilians, Dignitaries, Languages, Alphabets or religions.  However, in Part 2 background information is presented which will allow their inclusion in scenarios.

WILDLIFE

There is one invented term which 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

usually run away or watch

Scorpions (black)

painful but not fatal sting

terror, phobia, attempt to kill

player will not know of actual effect.

Scorpions (red)

Possibly fatal sting

terror, phobia, attempt to kill

player will not know of actual effect.

Large Bees

painful sting.  More than 5 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

No vampire bats - except near the “Temple of Doom”!

Krait

almost instant death

nil

almost invisible in dust -use sparingly!!

Ringed Snakes

Melee +1  range 2”,

fear

poison strike +3

Vultures

give away dead or crippled

loathing

Circle and gradually approach crippled

Sacred Cattle

nil

nil

get in the way and wander at random

Cobra

Poison bite (fatal)

fear, panic,

Some people will “freeze”.

Monkeys

annoyance

nil

make a lot of noise!

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

Tiger

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

. Crocodile         Move  CC 5, BCC 4, Sw 8, TI 2

                                Difficult to see - master of camouflage

                                Neuserk 3" land, 9" water

                                outside neuserk:   1 to 3 contented evade encounter

                                                                4 to 7 attack swimmers

                                                                8 to 9 attack swimmers or walkers

                                                                0        attack anything

                                Melee +2;  Bite +1; Tail swipe +1.

                                Drags victims into water. 

                                Victims roll d10, 8+ escape.  Crocodile may attack again.

Giant Crocodile  Move  CC 6,  BCC 5, Sw 8, TI 3

                                Difficult to see - master of camouflage

                                neuserk 4” land, 12” water will attack rowing boats.

                                outside neuserk; 1  contented evade encounter

                                                                2 to 3      attack swimmers or walkers

                                                                4+            attack anything

                                TI 3; melee +4; Bite +2; Tail swipe +1.

                                Drags victims into water. 

                                Victims roll d10, 9+ escape.  Crocodile may attack again. 

Water buffalo. Move CC 6, BCC 4, Sw 5, TI 2

                                Neuserk 4” 

                                outside neuserk attack on 4+. 

                                Melee +4; Str +2 horns. 

                                Will hole small craft.  Upsets raft on 7+.  Occupants fall in on 5+.

Giant Python - Move CC 6, BCC 6, swim 5  TI 3 

                                neuserk 4" 

                                outside neuserk    1 - 6  contented evade encounter;

                                                                7 to 8 attack lone figures                    

                                                                9 to 10 attack last figure in party      

                                melee +3, surprise +2, crush strike +1 first round, +2 second etc. 

                                can scare occupants of boats.  Fall overboard if frightened        

Wild dogs          Move CC 8”, BCC 7, swim 2  TI 1 (individual) TI 4 (pack)

                                neuserk 4”, against wounded, crippled etc. 12”.

                                Melee 0, Bite strike +1, claws 0.

Water snake     Locals call it a “Naga”.

                                Literally a naga is half human half snake. 

                                The superstitious Natives may actually believe this on a roll of 6+ once                                     they have seen it or become aware of it.

                                Move CC 4, BCC 4, Sw 8, TI 2

                                neuserk 6" 

                                melee +3, surprise +2, poison strike +4 first round, -2 second etc. 

 Elephant                Move Rd 7, CC 4, BCC 3, Dwds 3, Wades,  TI 2

                                Wild Males Neuserk 6”, wild females 3”

                                melee +6,  Tusks +4, 

Tiger                      Move CC 6, BCC 5, Dwds 5, Swim 4  TI 4

                                Master of camouflage

                                Neuserk 4”

                                Outside Neuserk

                                                1 to 6 contented evade encounter;

                                                7 to 10 attack from ambush           

Leopard Move CC 8, BCC 6, Dwds 6, Swim 4  TI 4

                                Can climb trees, master of camouflage

                                Neuserk 4”

                                Outside Neuserk

                                                1 to 6 contented evade encounter;

                                                7 to 10 attack from ambush

WATER TRANSPORT

Boats can either be sailed or rowed.

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

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

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

Small boat crew 1, passengers 3.

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

Ferry Raft.  crew 1 + 1 and elephant or bullock team.  Moves 3" per turn.  Carries whatever fits on it.

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

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.

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 and Mud Flats

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+.

Steam Launch “Esmerelda”

Move: 8”               Full Steam: 10”      Max deceleration: 4”            Max Acceleration: 4”

Min Crew: Bridge:  Capt + Helmsman: Engine :  Engr + Stoker; Deck: 2 Ratings

Capacity 20 passengers.

Armament;  nil

Fuel = coal or wood  1 unit coal = 3 wood.  1 unit coal lasts 8 moves steaming.

Bunkers hold 20 coal units                 Bulwarks = soft cover (-1 to hit chance)         

Her Majesty’s Protected Launch “Zenobia” + tow

Move: 6”               Full Steam: 8”        Max deceleration: 3”            Max Acceleration: 2”

Min Crew: Bridge:  Capt + Helmsman: Engine :  Engr + Stoker; Deck: 2 Ratings

Capacity 20 passengers.

Armament;  1 x 4 pdr smoothbore time gun;  2 x mortars.

Fuel = coal or wood  1 unit coal = 3 wood.  1 unit coal lasts 8 moves steaming.

Bunkers hold 20 coal units                 Bulwarks = medium cover (-2 to hit chance)   

Zenobia’s Guns

gun

Ammo

S 5+

M 6+

L 7+

E 8+

Burst

Strike

4 pdr

Shot (20)

12”

24”

36”

48”

-

+4

 

Shell (10)

10”

20”

30”

40”

2”

-3

 

Canister (6)

12” 2d6-2

 

 

 

 

-1

Mortar

Shell (20)

8”

16”

24”

32”

2”

-2

_______________________________________________________________________________ 

Front of Card

 

Rank & Name..................................                                             (veteran?)

Unit....................................                    TMF ........              TR ......   TI .......

Movement:  Rd ....  CC ....  BCC ....  Dwds ....  Crl ....  Sw ....  (wade....)        

 

Shooting weapon details  S.....  M....  L....  E....  Strike......  Reload deduction.....

Shield parry details              Melee.... Missile....

Melee weapon details         Skill + Factors + wpn factor                IRB ...     Strike....

Man        W ......    Cr ......    D ......                                        FP .../...

(Mount) W ......    Cr ......    D ......                                        FP .../...

FTR

_________________________________________________________________________

 Reverse of Card

 Religion...........................................

E....  I....  M....  G....  I....  L....  D....                       Morale .....  Discipline ...

Languages Spoken

Alphabets Read/understood

Special notes, rules, extra equipment carried etc.

 

 

 

Temptations:  e.g.  plunder, alcohol, women

Special characteristics:  e.g. religious zealot, xenophobe, chauvinist etc.

__________________________________________________________________________

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